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Hellfire Citadel Boss Guide “Hellbreach Wing”

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Hey noobs, this guide covers the first three bosses in Hellfire Citadel from the HellBreach Wing of the instance. These bosses drop 690 gear on Normal and 705 on heroic.

So lets get started with the first boss if the instance “Hellfire Assault Boss”



The main objective of the Hellfire Assault encounter is to break down the Reinforced Hellfire Door that is barring players from entering the Hellfire Citadel.

  • This is achieved by destroying the Iron Horde’s Fel-Infused Siege Weapons, which spawn about once per minute and drive towards the Hellfire Cannons
  • Each Siege Weapon that players destroy will drop a box of Felfire Munitions that persists for 90 seconds or until picked up
  • Players can pick up the Felfire Munitions and carry it to one of the two Hellfire Cannons flanking the gate through which players entered the raid
  • The Felfire Munitions will automatically be thrown to the Cannon when the player moves close enough to it
  • This gives the Hellfire Cannon enough ammunition to fire Hellfire Rounds at the Reinforced Hellfire Door four times
  • 24 total shots, or 6 boxes of Felfire Munitions, are required to destroy the Reinforced Hellfire Door and complete the encounter

If a player dies while carrying Felfire Munitions, the box will drop near the player’s corpse, and another player can pick it up.

Felfire Artillery attacking the Hellfire Cannon

The Iron Horde will be defending the Citadel by attempting to destroy the Hellfire Cannons that players are using to break down the Reinforced Hellfire Door.

  • If a Hellfire Cannon is destroyed, it will unleash Hellfire Destruction, instantly killing all players
  • The Felfire Flamebelcher, Felfire Crusher, and Felfire Artillery Siege Weapons will attack the Hellfire Cannons until destroyed
  • Additionally, any untanked Hellfire Reinforcement adds will also use their damaging abilities on the Hellfire Cannons
  • Hellfire Reinforcements consist of the familiar trash mobs – Gorebound Felcasters, Hulking Berserkers, Contracted Engineers, and Iron Dragoons

This fight requires players to quickly prioritize adds based on their threat level to the Hellfire Cannons and to the raid, is heavy on AoE, and has moderate movement requirements.

Siegemaster Mar’tak
Targeted by Howling Axe

At the start of the encounter, players will be faced with a mini-boss, Siegemaster Mar’tak, who is accompanied by a Gorebound Felcaster, a Contracted Engineer, and two Iron Dragoons.

  • Siegemaster Mar’tak will frequently create a Shockwave, facing a random player and summoning a cone of earthen spikes
  • Players struck by the spikes will take heavy damage and be knocked back
  • Mar’tak will also periodically target three players with Howling Axe
  • When the Howling Axe debuff wears off, she will throw her axe at the indicated players, traveling to each target before returning to Siegemaster
  • Players struck in this fashion take heavy damage and will splash that damage onto other players within 8 yards
  • The three marked players must be sure to move away from the rest of the raid and each other before the Howling Axe debuff fades
  • Mar’tak also buffs herself and nearby enemy units with Inspiring Presence, the effect of which increases over time
  • Once Mar’tak reaches 50% health, she flees the encounter area, removing the Shockwave, Howling Axe, and Inspiring Presence mechanics from the fight
Felfire Crushers will Bore players with its electrified ram
And will Burn players beside or behind it

Throughout the encounter, large metal capsules will be launched into the encounter area.

  • The impact point for these capsules is marked by large orange ground effects
  • Players within a few yards of the impact will take Capsule Impactdamage and be knocked back
  • Once landed, the capsules will open, and Hellfire Reinforcement adds will emerge
  • Tanks must quickly pick these adds up so they do not run to the Hellfire Cannons and damage them – particularly the Hulking Berserkers
  • Players should kill the adds according to the appropriate kill priority

Fel-Infused Siege Weapons

After a short time, Fel-Infused Siege Weapons will enter the battle, heading toward a Hellfire Cannon with the intent to destroy it. There are three types of Siege Weapon vehicles that players will deal with on the Normal difficulty of this encounter.

  • Felfire Flamebelchers will Belch Flame at the Cannons, dealing heavy damage to the Cannon with each shot, and also dealing damage to players within 3 yards of the impact
  • Felfire Crushers will Bore any players standing in its path, bears several untargetable Gorebound Siegeriders that blast Burn off the sides and back of the vehicle, and will Crush the Hellfire Cannon upon reaching it, quickly destroying it
  • Felfire Artillery will fire Artillery Blast at the Cannons, dealing extremely heavy damage to the Cannon and any players within 40 yards
  • Except while carrying Felfire Munitions to the Hellfire Cannons, or picking up adds that slipped past the tank, players should stay away from the Cannons to avoid taking incidental damage from these effects

Players must kill these Siege Weapons as quickly as possible, and carry the Felfire Munitions to the Hellfire Cannon so the Cannons can shoot the Reinforced Hellfire Door. Destroying the Reinforced Hellfire Door will complete the encounter.

The raid’s initial focus should be on quickly AoEing down the Dragoons, Engineer, and Felcaster accompanying Siegemaster Mar’tak, then reducing Mar’tak’s health to 50% before the first Siege Weapon reaches the raid. Once Mar’tak is gone, players’ kill order should be:

  • Whichever Siege Weapon is currently active, especially if it is a Felfire Crusher
  • Gorebound Terror
  • Hulking Berserker
  • Contracted Engineer
  • Gorebound Felcaster
  • Iron Dragoon

Bolded enemies should be considered “high priority”.

Damage on the Gorebound Felcasters must be managed carefully, so that only one Metamorphosis occurs at a time. This requires the most coordination of any mechanic in the fight:
Pick up Felfire Munitions

  • Between Siege Weapon spawns, the raid leader should mark a Felcaster to push
  • Once the marked Felcaster has transformed into a Terror, all DPS must kill it quickly before beginning to kill another Felcaster
  • It is very difficult to heal the raid through two Gorebound Terrors at the same time, and will drain healers’ mana

DPS players should, where possible, line up their major DPS CDs with the Felfire Crusher vehicles, as these are the most dangerous – Crushers will very quickly kill a Hellfire Cannon, wiping the raid, if the Crusher reaches the Cannon.

Highly mobile players should be assigned to carry the Felfire Munitions to the Hellfire Cannons. Note that the Felfire Munitions will persist for 90 seconds, so the assigned players do not need to move immediately. Finish off any high-priority adds before carrying the Felfire Munitions to the Cannon.

Healing CDs should be used to counteract the Gorebound Terrors’ Felfire Volley spam.

Tank Responsibilities
Fiery swirls mark the landing site for Reinforcements

  • The Fel-Infused Siege Weapons cannot be tanked
  • At the start, one tank should take Siegemaster Mar’tak and the other tank should take the rest of the adds
  • Once it spawns, move the Hulking Berserker far enough away from Mar’tak that the Inspiring Presence buff fades
  • If necessary, swap the Hulking Berserker after Siegemaster Mar’tak has fled, and swap future Hulking Berserkers after taking at least 2 stacks of Slam
  • To prevent Gorebound Felcasters from pushing to the Gorebound Terror phase prematurely, keep them away from Siege Weapons so they don’t get cleaved
  • Keep an eye out for Capsules that will deliver the next wave of adds; stand back as they land to avoid taking Capsule Impact damage
  • Drag mobs away from the Contracted Engineers’ bombs, so melee DPS do not take bomb damage
  • Interrupt the Gorebound Felcasters’ Felfire Volley, and the Contracted Engineers’ Conducted Shock Pulse, when possible
  • Use survivability cooldowns when Slam stacks are high
  • Move out of Shockwave and avoid the Burn from the Felfire Crusher

Damage-Dealer Responsibilities
Carry Felfire Munitions to the Cannons

  • Defeating the Siege Weapons quickly, so you can focus on other adds, is the key to success in this encounter
  • Multi-DoT classes should be cautious with the Gorebound Felcasters; pushing them to the Gorebound Terror phase early can cause raid wipes
  • Line up cooldowns with the Siege Weapons, particularly the Felfire Crusher
  • Stay spread out to avoid splashing Howling Axe or Conducted Shock Pulsedamage to other players
  • Move out of Shockwave, away from bombs, and away from the Capsule Impact, and avoid taking Burn damage from the Felfire Crusher as it passes
  • Interrupt the Gorebound Felcasters’ Felfire Volley, and the Contracted Engineers’ Conducted Shock Pulse, when possible

Healer Responsibilities

When to use Heroism/Time Warp

Bloodlust/ Heroism/ Time Warp is best used at the start of the encounter to force Siegemaster Mar’tak to flee well before the first set of Fel-Infused Siege Weapons spawns. This eliminates the Shockwave and Howling Axe mechanics from the fight. The earlier Mar’tak flees, the more time the raid has to clean up her accompanying adds before the hard swap to the first Felfire Flamebelcher.

Loot and Rewards

Normal/Heroic (690, 705)

 Tome of Chaos for the legendary questline can be obtained while on We Don’t Need No Library Card.

Each Hellfire Citadel boss has a unique achievement that counts towards Glory of the Hellfire Raider. This rewards  Infernal Direwolf. Hellfire Assault‘s special achievement is Nearly Indestructible.

Here is a video of the fight on the PTR showing the fight and its tactics from the Fatboss guys.


The second boss in this wing is the “Iron Reaver Boss” 



Encounter Mechanics

The Iron Reaver encounter has two phases, oscillating between a long, single-target phase and a shorter multi-target phase. Players should spec and gear for single-target damage, as damage on Iron Reaver is the most important part of the encounter.

Ground Operations

During the Ground Operations phase, Iron Reaver is grounded, fighting players directly, while she builds up Energy. Upon reaching 100 Energy, the Iron Reaver will launch into the air, becoming unattackable, and throwing down obstacles for players to clear until she lands. The Ground Operations phase lasts a little over 2 minutes, while the Air Operations phase lasts exactly 1 minute.

Barrage fires a cone of projectiles

Barrage is nearly fatal to players caught in its path

While in Ground Operations phase, Iron Reaver follows a very rigid series of events:

Barrage Pounding Barrage Barrage Blitz PoundingBarrage Pounding Blitz

Barrage is the trickiest of these mechanics. Iron Reaver will face in a random direction and begin to “wind up” for a Barrage, eventually firing a cone of flaming ammunition in the indicated direction.

  • Players struck by Barrage will take near-fatal damage
  • Iron Reaver has a very long cast-time and wind-up animation for Barrage
  • Barrage will be aimed in roughly the same direction her left foot is pointing, not her torso
  • Do not try to out-range Barrage; rather, run to the side
  • Small patches of Immolation will remain on the ground after the Barrage impact; standing in these fires will afflict players with a stacking Immolation DoT

Pounding is a simple raid-wide AoE mechanic; Iron Reaver will repeatedly slam her fist into the ground, causing it to tremble and dealing Nature damage.

  • Raid CDs should be used to heal through this damage
  • The force of the Pounding causes patches of Immolation to move away from the boss a few yards
  • Players should move in closer to the boss to avoid the Immolation patches as they are pushed away
  • Healers who are not currently using their raid CDs should focus on healing players with the Immolation or Unstable OrbDoTs

Blitz will drag players along the Reaver’s path

Twice during the phase, Iron Reaver will choose a random direction in which to Blitz. She will charge up for several seconds, then rush in that direction, sweeping up any players in her path. She will then turn around and re- Blitz back to the tanks.

  • Players caught in the Blitz path take heavy initial damage and are left with a Blitz DoT effect
  • These players are dropped when Iron Reaver reaches the end of the Blitz, but it is very easy to get swept back up again on the re- Blitz
  • Healers can dispel Blitz from affected players
  • Avoid Blitz by watching Iron Reaver’s feet and moving away or well behind her
  • The Blitz path will push Immolation patches off to the side, so nearby players should be mindful of the moving fire

Melee DPS should probably not chase Iron Reaver during Blitz, as they will be very likely to get caught in the re- Blitz.

Outside of these abilities, there are two more mechanics for players to contend with.

Iron Reaver will target a tank with Artillery; 13 seconds later, she will fire a rocket at that tank that will deal damage to the entire raid.

  • The amount of damage each player takes is based on their distance from the affected tank; at 40+ yards, players will take the minimum possible damage
  • This is the tank-swap mechanic; the off-tank should taunt when the current tank gains Artillery
  • The Artillery target should run away so they are more than 40 yards from the raid when their debuff fades
  • Artillery debuffs will overlap slightly throughout the fight; be sure not to run away from the boss until the previous tank has returned

Spread out for Unstable Orb

Additionally, Iron Reaver will frequently fire Unstable Orbs at ranged players.

  • Unstable Orb deals a moderate amount of damage up front, and leaves a stacking DoT
  • The damage from Unstable Orb will splash onto any other players within 8 yards of the initial target
  • The force of the impact will push any nearby Immolate patches away from the targeted player
  • Healers should focus on healing players with the Unstable Orb DoT, particularly during Pounding

The ranged DPS and healers should stay spread out at least 8 yards apart to avoid splashing the Unstable Orb damage onto one another. Raid damage will quickly get out of control if Unstable Orb spreads too much.

Air Operations

Approximately two minutes and fifteen seconds into the fight, Iron Reaver will reach Full Charge – 100 Energy – and begin the Air Operations phase. During this time, Iron Reaver cannot be attacked, although DoTs placed before she takes off will still deal damage. This phase will last one minute.

Fuel Streak

Iron Reaver will use three abilities during this phase, and each one will be used three times:

  • Artillery will target three DPS players, afflicting them with the same Artillery debuff and mechanic as the tanks deal with in the Grounded Phase
  • As Iron Reaver flies overhead, she leaves a Fuel Streak on the ground, which she will then ignite in a Flash Fire
  • Iron Reaver will cast Firebomb, firing three volleys of Volatile Firebombs in random locations around the encounter area

The three players targeted by Artillery must run to far edges of the room to detonate, aiming to get more than 40 yards from other players.

All players should avoid Fuel Streak patches and be sure to be out of the strip of fuel when Flash Fire occurs. There will be gaps in the line for players to pass through if needed, and at the end of the phase, the Flash Fires disappear.

Each cast of Firebomb creates five Volatile Firebombs, which players must kill before the fuse timer expires.

  • Volatile Firebombs have a 25-second fuse
  • If a Volatile Firebomb has not been killed before the fuse timer expires, it detonates, dealing heavy raid-wide Fire damage
  • This also causes subsequent Volatile Firebomb detonations to deal 50% more damage
  • Volatile Firebombs have relatively low health, and will spawn five at a time, scattered across the encounter area
  • The raid should spread out around the center of the room so that at least a few DPS can reach each Volatile Firebomb and kill it

Once a minute has passed, the Iron Reaver will descend, bleeding off all her excess Energy with a Falling Slam. This impact is fatal, so players must be sure to run away from the Falling Slam graphic.

Iron Reaver Strategy Summary

Falling Slam will be fatal to most players

Ground Operations phase:

  • Tank the Iron Reaver in the center of the encounter area
  • Ranged DPS and healers should spread out at least 8 yards in a semi-circle behind the boss
  • Tanks with Artillery should run to a designated location away from the ranged DPS and healers
  • All DPS should move out of the Iron Reaver’s path for Blitz and Barrage
  • Healers should dispel Blitz from any affected players
  • Ranged and healers should move close to Iron Reaver during Pounding, to avoid being struck by the moving Immolation patches
  • Schedule raid CDs for each of the three Pounding casts

Air Operations phase:

  • Players should spread out to ensure that all Volatile Firebombs can be killed
  • The three players marked by Artillery must run to far edges of the room to detonate
  • Stay out of the Fuel Streak/ Flash Fire patches to avoid unnecessary damage
  • Use movement-speed increasing effects if necessary to move out of the Falling Slam when Iron Reaver lands

Tank Responsibilities

Run 30+ yards away with Artillery to detonate
  • When one tank is targeted by Artillery, the other tank must taunt Iron Reaver
  • The very first set of Artillery casts in each Ground Operations phase will overlap – the second tank should not run out until the first tank returns
  • This leaves the second tank with about 5 seconds to get away from the raid – use movement-speed increasing effects
  • All subsequent Artillery swaps will have greater leeway, but never move away from the boss until the other tank has taunted!
  • Use a cooldown to mitigate Artillery‘s explosion when you are targeted with it
  • During the Air Operations phase, assist in killing Volatile Firebombs

Damage-Dealer Responsibilities

Kill Volatile Firebombs
  • Maximize your damage on Iron Reaver during the Ground Operations phase, since she is unattackable during the Air Operations phase
  • Watch Iron Reaver’s facing for Barrage and Blitz, and overcompensate if necessary to avoid being struck by these abilities
  • Ranged DPS should spread out to avoid splashing Unstable Orb damage onto other players
  • Stay away from fire patches on the ground, and use a survivability CD if you have to pass through the fire and gain Immolation
  • During the Air Operations phase, kill Volatile Firebombs quickly
  • If you are targeted by Artillery during the Air Operations phase, run to a far corner or edge of the area, more than 40 yards away from other players

Healer Responsibilities

Use your raid CDs during Pounding
  • The tanks will frequently run out of range with Artillery; put HoT and absorption effects on them before they depart
  • Outside of Pounding, most of the damage in the encounter will be spiky Unstable Orb hits/lingering DoT damage on ranged DPS, and raid-wide but light Artillerydamage
  • Assign raid CDs for each of the three Pounding casts during the Ground Operations phase
  • Dispel any players affected by the Blitz debuff
  • Watch Iron Reaver’s facing for Barrage and Blitz, and overcompensate if necessary to avoid being struck by these abilities
  • Spread out to avoid splashing Unstable Orb damage onto other players
  • During the Air Operations phase, damage the Volatile Firebombs when there is little healing to do
  • Put HoTs and absorption effects on the players targeted by Artillery during the Air Operations phase
  • If you are targeted by Artillery during the Air Operations phase, run to a far corner or edge of the area, more than 40 yards away from other players

When to use Heroism/Time Warp

Heroism/ Time Warp is best used at the start of the encounter. There is a hard Berserk at 10 minutes, so only one use of Bloodlust/ Heroism/ Time Warp is possible.

Loot and Rewards

Normal/Heroic (690, 705)

 Tome of Chaos for the legendary questline can be obtained while on We Don’t Need No Library Card.

Each Hellfire Citadel boss has a unique achievement that counts towards Glory of the Hellfire Raider. This rewards  Infernal Direwolf. Iron Reaver‘s special achievement is Turning the Tide.


Here is a video of the fight on the PTR showing the fight and its tactics from the Fatboss guys. take note this video contains heroic abilities as well)

Finally the last boss of this wing the “Hellfire High Council”


Encounter Mechanics

The three bosses of the Hellfire High Council encounter are Gurtogg Bloodboil, Blademaster Jubei’thos, and Dia Darkwhisper; players will engage all three bosses at once.

  • These bosses do not share health, and should be defeated one at a time
  • The suggested kill order is Gurtogg > Jubei’thos > Dia
  • When a boss reaches 30% health (Final Hour), they gain a new ability that will persist through the fight even after their death
  • It is very important not to push two bosses below 30% health at the same time
  • Players must be careful with multi-DoTting and cleave abilities
  • Once a boss has reached 30% health, players must defeat the boss quickly

Each boss has a handful of abilities they will use continuously, a “Final Hour” ability they gain below 30% health, and a very powerful ability that they take turns using every 1:15 throughout the fight.

Dia Darkwhisper

Boss affected by Dia’s Void Haze

Dia Darkwhisper is a caster with powerful, shadow-themed abilities.

  • Dia’s Void Haze ability means she must be tanked far away from the other two bosses, so that the other bosses do not become immune to damage
  • Bosses under the effect of Dia’s Void Haze become shadowy and transparent; if tanks see this, they must move the boss away from Dia
  • Dia will attack her threat target with Void Bolt, which can be interrupted
  • Every 35 seconds, Dia will gain Nightmare Visage, dealing heavy damage to her tank
  • During Nightmare Visage, tanks should use strong survivability cooldowns or call for a healer’s external CD
  • If the tank leaves melee range during Nightmare Visage, Dia will Charge to them; she cannot be kited to avoid the Visage damage

However, the most important of Dia Darkwhisper’s abilities is the interaction between Mark of the Necromancer and Reap.

Reap targets players debuffed by
Mark of the Necromancer

When Dia Darkwhisper casts Reap, which occurs a minute into the fight and every 70 seconds thereafter, as well as immediately upon reaching 30% health, she will remove all active Mark of the Necromancer debuffs, creating small purple Reapzones under the feet of each affected player.

  • Reap deals heavy damage to players standing inside its area of effect, and will stack if more than one Reap puddle spawns in the same location
  • During Reap‘s long cast time, players afflicted by Mark of the Necromancermust run out of the raid to drop their Reap zones in unused areas of the room
  • Once the Reap cast completes and the puddle forms, players must move out of the puddle quickly to limit their damage intake
  • Note that dispelling a player during the Reap cast will still create a Reappuddle under that player, as well as the two players it jumps to
  • Healers should avoid dispelling Mark of the Necromancer during the Reapcast

Healers must manage Mark of the Necromancer carefully to avoid spreading the debuff to too many players. The debuff should be dispelled when it is in its most powerful, red form, or if it is on a player also targeted by another debuff, or if it is on a tank just before Dia casts Reap.

When Dia reaches 30% health and enters Her Final Hour, she will immediately Reap to remove existing Mark of the Necromancer debuffs, and will then cast Mark of the Necromancer on half of the raid at once.

  • During this time Dia will no longer cast Reap
  • As a result, as healers begin to dispel dangerously high Mark of the Necromancer debuffs, the entire raid will eventually become covered by Mark of the Necromancer debuffs
  • Once this happens, healers should just dispel on CD, since this will overwrite high-damage Mark of the Necromancerdebuffs with the low-damage versions when it bounces

After Dia dies, Mark of the Necromancer will remain active until all bosses are defeated. This is why Dia should be killed last – her final 30% is very difficult to heal through, and healers will run out of mana quickly if Dia is killed before the other bosses.

Blademaster Jubei’thos and Gurtogg Bloodboil should be tanked together on the opposite side of the room from Dia Darkwhisper.

Blademaster Jubei’thos

Dodge the Fel Blade

Jubei’thos will use two abilities frequently:

  • Felstorm, which he will cast approximately every 30 seconds, deals moderate, unavoidable raid-wide damage
  • Although this ability looks like a whirlwind-type effect, players will take the same amount of damage no matter where they are in the room, so melee do not need to run out
  • Jubei’thos will also throw his Fel Blade in a randomly-chosen direction, dealing heavy damage and knocking back any player in its path
  • The green arrow at Jubei’thos’s feet will indicate the direction in which Fel Blade will travel
  • Players, particularly melee DPS, should make sure to move out of the Fel Blade‘s path

When Jubei’thos reaches 30% health and enters His Final Hour, he will begin to use Wicked Strike, summoning an image of himself behind half of the players in the raid and dealing moderate Fire damage. This ability will occur about once every 8 seconds, and each time it is used, it increases in damage by 5%. After Jubei’thos dies, he will continue to use Wicked Strike on the raid, and it will continue to increase in damage.

Gurtogg Bloodboil

Gurtogg Bloodboil’s melee attacks debuff his target with Acidic Wound, which stacks and deals weak to moderate Nature damage every 2 seconds. Because tank-swapping is not feasible in this fight due to Void Haze, the Gurtogg/Jubei’thos tank must take advantage of Bloodboil’s Fel Rage ability to clear the stacks.

Bloodboil targets the 5 players furthest from Gurtogg

Gurtogg will cast Fel Rage on a random player once a minute, and fixates on that player for 30 seconds.

  • Fel Rage increases the player’s damage dealt, healing done, and Leech rating significantly
  • Gurtogg will run to the Fel Rage target and melee them until Fel Rage fades, and will then return to the tank
  • The player targeted by Fel Rage should kite the boss 25-30 yards away from the tank so that Gurtogg’s travel time will allow the tank’s Acidic Wounds to drop
  • Do not kite Gurtogg toward Dia! Void Haze completely negates the additional damage from Fel Rage
  • Targeted players should use personal survivability cooldowns and focus on using the DPS boost to damage Gurtogg significantly
  • Healers must pay special attention to keeping the Fel Rage target alive

Additionally, Gurtogg will cast Bloodboil frequently, targeting the five furthest-away players and dealing moderate damage. This damage is unavoidable, but not significant enough to require a strategy. Players who are on low health can move closer to Gurtogg to avoid taking Bloodboil damage if necessary.

When Gurtogg reaches 30% health and enters His Final Hour, he will begin to debuff the raid with Tainted Blood, a stacking debuff that lowers players’ maximum health by 10% per stack. This is cast once every 15 seconds, and after Gurtogg dies, players will retain their stacks. It is important for players to defeat Gurtogg quickly after he has been pushed to 30% health, to avoid gaining too many stacks; 3 or fewer stacks should be the goal.

Ultimate Abilities

At 1:15 into the fight, and approximately every 1:15 thereafter, one of the existing bosses will use a very powerful, “ultimate” ability:

  • Dia Darkwhisper will summon Wailing Horrors and fills the room with Darkness for 15 seconds
  • Blademaster Jubei’thos will Windwalk, vanishing from combat, but spawning Mirror Images; he will return after 45 seconds or all Mirror Images have died
  • Gurtogg Bloodboil will use Demolishing Leap, jumping to distant locations and dealing damage to the raid based upon their proximity to his landing site
  • These are excellent times for raid cooldowns, as these abilities deal heavy damage for extended periods of time

Dia’s Wailing Horror ability

The order in which these abilities will be used is Dia, then Jubei’thos, then Gurtogg; once one boss dies, they are removed from the rotation, and the remaining two will alternate the use of their powerful ability. While one of these abilities is active, some of the bosses’ other abilities are disabled. For example, Jubei’thos will not use Felstorm during Dia’s Wailing Horror or Gurtogg’s Demolishing Leap.

During Dia’s Wailing Horrors ability, players must dodge the Wailing Horrors to avoid taking very heavy damage. These Horrors spawn as ghostly forms along the edges of the room, solidify into dark purple demons, and then rush through the center of the room. Players can simply side-step the Horrors’ path to avoid the damage. The raid will also take damage every second from Darkness, which is unavoidable.

During Windwalk, players must quickly kill the eight Mirror Images that Jubei’thos leaves behind. The Mirror Images have health based upon Jubei’thos’s health at the time he used Windwalk, so when Jubei’thos is on low health and uses this ability, the Mirror Images will die much more quickly than when Jubei’thos uses it at the beginning of the fight.

Move away from Demolishing Leap

The Mirror Images will cast weaker versions of Jubei’thos’s Felstorm and Fel Blade abilities. Although each individual use is weaker than Jubei’thos’s version, they add up to a lot more damage than Jubei’thos himself inflicted, so raid cooldowns, particularly damage-reduction cooldowns, will be particularly valuable here. It is also important that players dodge the Mirror Images Fel Blade attacks.

Jubei’thos will reappear after 45 seconds whether all the Mirror Images are dead or not.

When Gurtogg uses Demolishing Leap, players should use speed boosts to move away from the location that Gurtogg will leap to, in order to minimize damage taken. Because Gurtogg is the first kill target and uses his Demolishing Leap third, nearly four minutes into the fight, it is quite possible that some raids will never see this ability.

Take care not to push a Gurtogg or Jubei’thos below 30% health if their “ultimate” ability will be used soon; this will prolong the raid’s exposure to the Final Hour ability and make the fight more difficult.

Hellfire High Council Strategy Summary

  • Tank Dia Darkwhisper more than 25 yards away from the other two bosses, to avoid Void Haze
  • The primary DPS target should be Gurtogg, but cleaving onto Jubei’thos and carefully multi-dotting Dia to lower their health below 50% is fine
  • The player with Fel Rage should kite Gurtogg about 25-30 yards away from the tank, then focus on survival and dealing damage while under the increased damage effect
  • External damage reduction CDs should be used for Fel Rage on vulnerable players or on the Dia tank for Nightmare Visage
  • Switch DPS to Jubei’thos’s Mirror Images when he uses Windwalk
  • Healers should dispel Mark of the Necromancer on any player in danger of death, or, when its icon becomes red in colour ( Mark of the Necromancer)
  • When Dia Deathwhisper begins to cast Reap, players with Mark of the Necromancer must run out of raid to drop the Reap zones in an unused area of the room
  • Use raid healing or damage-reduction cooldowns for each “ultimate” ability usage ( Wailing Horror, Demolishing Leap, Windwalk), and as frequently as possible during Dia’s final hour phase
  • This encounter has a 10 minute Berserk timer, after which the remaining bosses will gain 500% damage and quickly wipe the raid

The recommended kill order for this fight is:

  1. Gurtogg Bloodboil
  2. Blademaster Jubei’thos
  3. Dia Darkwhisper

Do not try to evenly damage all three bosses – the fight becomes easier with each boss that is eliminated, and pushing all three below 30% health at the same time is very difficult. (This is the objective of the achievement Don’t Fear the Reaper.) Dia is recommended last because dealing with the entire raid’s Mark of the Necromancer for the rest of the fight is too taxing for healers. Gurtogg is recommended first because his Tainted Blood is the weakest of the three abilities that linger after death.

The raid must kill Gurtogg quickly when he reaches 30% health and gains Tainted Blood, since the stacks carry through for the rest of the fight, making every subsequent mechanic more dangerous. It is helpful if the raid either kills Gurtogg before Demolishing Leap begins at approximately 3:45-3:55 into the fight, or that Gurtogg does not fall below 30% until the Demolishing Leap has completed. If Gurtogg is still above 30% health as Demolishing Leap approaches, the raid can switch to attacking Jubei’thos and getting him low (but not below 30%!), then make a hard swap back to Gurtogg after the Leap has ended.

Tank Responsibilities

CD through Dia’s Nightmare Visage
  • One tank will be tanking Dia Deathwhisper the entire fight, while the other tank will have Gurtogg Bloodboil and Blademaster Jubei’thos
  • Pull Dia away from the other two bosses, so that her Void Haze does not make the other bosses immune to damage
  • The Dia tank should use survivability cooldowns during Nightmare Visage
  • The Gurtogg tank should use survivability cooldowns at high stacks of Acidic Wound, before Fel Rage occurs
  • When Fel Rage occurs, do not chase Gurtogg; use Gurtogg’s travel to allow your stacks of Acidic Wound to drop
  • Move out of the path of Jubei’thos’s Fel Blade attack, and move away from any incoming Wailing Horrors during Dia’s Darkness ability
  • Should any Reap pools form near a boss, move the boss away so melee DPS can still attack

Damage-Dealer Responsibilities

When Jubei’thos uses Windwalk, kill Mirror Images
  • Carefully manage multi-DoTting and cleave to avoid pushing two bosses below 30% at the same time
  • If afflicted by Fel Rage, use personal damage-reduction CDs to survive, drag the boss about 20-30 yards away from the tank, and deal as much damage to Gurtogg as possible
  • When Jubei’thos uses Windwalk to summon Mirror Images, kill the Images quickly to reduce the amount of damage the raid will take
  • Move out of the path of Jubei’thos’s Fel Blade attack, and move away from any incoming Wailing Horrors during Dia’s Darkness ability
  • If afflicted by Mark of the Necromancer when Dia begins casting Reap, move out of the raid to form the Reap pool in an unused area of the room

Healer Responsibilities

When to use Heroism/Time Warp

The fight is at its hardest when all three enemies are alive and one is using its “final hour” ability, so Bloodlust/ Heroism/Time Warp is best used to finish off Gurtogg Bloodboil to minimize the effects of his Tainted Blood ability. The aim should be to kill Gurtogg before the raid reaches its fourth (or even third) stack of Tainted Blood, so that the remainder of the fight is easier.

Loot and Rewards

Normal/Heroic (690, 705)

 Tome of Chaos for the legendary questline can be obtained while on We Don’t Need No Library Card.

Each Hellfire Citadel boss has a unique achievement that counts towards Glory of the Hellfire Raider. This rewards  Infernal Direwolf. Gorefiend‘s special achievement is Don’t Fear the Reaper.

Here is a video of the fight on the PTR showing the fight and its tactics from the Fatboss guys.


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