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** C'thun was brutally hard in his initial version, mainly due to the fact that he would cast his raid-wiping Eye Beam attack without any delay for players to enter the room. Only a few guilds managed to kill him before he was nerfed, and even at 80, if someone [[LeeroyJenkins jumps the gun]], the raid will likely wipe if he does Eye Beam.

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** C'thun was brutally hard in his initial version, mainly due to the fact that he would cast his raid-wiping Eye Beam attack without any delay for players to enter the room. Only a few guilds managed to kill him before he He was nerfed, actually so difficult that players came to the conclusion that the fight was ''literally'' impossible to win; unbeatable at the current level of gear. Whether this was true or not, Blizzard eventually nerfed the encounter and the first kills came hours later. However, even at 80, if someone [[LeeroyJenkins jumps the gun]], the raid will likely wipe if he does Eye Beam.
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** Erudax, the last boss of Grim Batol, after casting a large AOE effect that requires people to stack up on a single safe area, summons an add that can release more adds onto the players, and if not killed quickly enough, heals Erudax for ''20 percent of his maximum health''. On Heroic Mode, there are '''two''' of those adds.

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** Vanessa [=VanCleef=] in Deadmines; she is only available on Heroic, but is required for completing the dungeon on that difficulty. To even reach her, you must work your way through a room full of fire and collapsing icicles, fight the second boss without aggroing or being killed by the dozens of spiders on the ground, avoid spinning sparks that can kill you instantly and save several NPCs from attacking worgen. The encounter itself is relatively simple, but the detonating explosives ([[BetterToDieThanBeKilled including one she]] [[TakingYouWithMe detonates just as]] [[KaizoTrap she's defeated]]) can kill you if you're not prepared.

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** Vanessa [=VanCleef=] in Deadmines; she is only available on Heroic, but is required for completing the dungeon on that difficulty. To even reach her, you must work your way through a room full of fire and collapsing icicles, fight the second boss without aggroing or being killed by the dozens of spiders on the ground, avoid spinning sparks that can kill you instantly and save several NPCs [=NPCs=] from attacking worgen. The encounter itself is relatively simple, but the detonating explosives ([[BetterToDieThanBeKilled including one she]] [[TakingYouWithMe detonates just as]] [[KaizoTrap she's defeated]]) can kill you if you're not prepared.prepared.
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** Vanessa ==VanCleef== in Deadmines; she is only available on Heroic, but is required for completing the dungeon on that difficulty. To even reach her, you must work your way through a room full of fire and collapsing icicles, fight the second boss without aggroing or being killed by the dozens of spiders on the ground, avoid spinning sparks that can kill you instantly and save several NPCs from attacking worgen. The encounter itself is relatively simple, but the detonating explosives ([[BetterToDieThanBeKilled including one she]] [[TakingYouWithMe detonates just as]] [[KaizoTrap she's defeated]]) can kill you if you're not prepared.

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** Vanessa ==VanCleef== [=VanCleef=] in Deadmines; she is only available on Heroic, but is required for completing the dungeon on that difficulty. To even reach her, you must work your way through a room full of fire and collapsing icicles, fight the second boss without aggroing or being killed by the dozens of spiders on the ground, avoid spinning sparks that can kill you instantly and save several NPCs from attacking worgen. The encounter itself is relatively simple, but the detonating explosives ([[BetterToDieThanBeKilled including one she]] [[TakingYouWithMe detonates just as]] [[KaizoTrap she's defeated]]) can kill you if you're not prepared.
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*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.

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*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.point.
* Cataclysm
** Corla, Herald of Twilight, in Blackrock Caverns comes with two Zealots (three on heroic) who turn into powerful drakonids if you don't stand in the way of the beams that are causing them to evolve. The catch? Any party member who stands in them too long will be transformed and mind-controlled, and if someone makes that mistake, it will almost certainly result in a wipe.
** Vanessa ==VanCleef== in Deadmines; she is only available on Heroic, but is required for completing the dungeon on that difficulty. To even reach her, you must work your way through a room full of fire and collapsing icicles, fight the second boss without aggroing or being killed by the dozens of spiders on the ground, avoid spinning sparks that can kill you instantly and save several NPCs from attacking worgen. The encounter itself is relatively simple, but the detonating explosives ([[BetterToDieThanBeKilled including one she]] [[TakingYouWithMe detonates just as]] [[KaizoTrap she's defeated]]) can kill you if you're not prepared.

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While I agree that quest is indeed unbelievably annoying, it doesn't really count as a boss.


*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.
** The Storm King's Vengeance quest in Zul'drak. It's bad enough that it's so hard to see what you're doing when riding the giant. But the kicker? You have two minibosses to kill: Prince Navarius and Thrym. For the Prince you will definitely need to heal yourself, which you accomplish by grabbing and consuming storm clouds. These clouds disappear when eaten, and have fixed spawn points, one of which is right beside Navarius. So he's easy enough. But the only way to summon Thrym is to kill Navarius. So you kill him, consuming his nearby storm cloud in the process. He dies and Thrym appears. You're at half health. You have five seconds to run to the nearest storm cloud (which is near a small group of ghouls who normally pose no threat but occasionally will call on every mob in the zone to come and kill you, and if you fight them while fighting Thrym they ''will'' kill you) and grab it before Thrym attacks. If you try to run to any other storm cloud you will aggro a lot of mobs, take too much damage, and die. If you do not time your killing of Navarius and eating of his storm cloud just right, you will not have it respawn when you need it for Thrym, and you will not be healed enough, and you will die. If you die (and you will die trying to get it right), you must run back to the giant, ride him over to one of the few places in the area that is not full of zombies, turn around and spend five minutes mashing your keyboard to kill everything you just aggroed (which is probably everything in the zone, regardless of how careful you were to avoid them), find a storm cloud to heal to full for the Prince, and wait for it to respawn because the only two you can access without running through more mobs (they've all respawned by now) are the ones you'll need for Thrym. Worst quest in the zone, possibly the expansion. Possibly the game.

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*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.
** The Storm King's Vengeance quest in Zul'drak. It's bad enough that it's so hard to see what you're doing when riding the giant. But the kicker? You have two minibosses to kill: Prince Navarius and Thrym. For the Prince you will definitely need to heal yourself, which you accomplish by grabbing and consuming storm clouds. These clouds disappear when eaten, and have fixed spawn points, one of which is right beside Navarius. So he's easy enough. But the only way to summon Thrym is to kill Navarius. So you kill him, consuming his nearby storm cloud in the process. He dies and Thrym appears. You're at half health. You have five seconds to run to the nearest storm cloud (which is near a small group of ghouls who normally pose no threat but occasionally will call on every mob in the zone to come and kill you, and if you fight them while fighting Thrym they ''will'' kill you) and grab it before Thrym attacks. If you try to run to any other storm cloud you will aggro a lot of mobs, take too much damage, and die. If you do not time your killing of Navarius and eating of his storm cloud just right, you will not have it respawn when you need it for Thrym, and you will not be healed enough, and you will die. If you die (and you will die trying to get it right), you must run back to the giant, ride him over to one of the few places in the area that is not full of zombies, turn around and spend five minutes mashing your keyboard to kill everything you just aggroed (which is probably everything in the zone, regardless of how careful you were to avoid them), find a storm cloud to heal to full for the Prince, and wait for it to respawn because the only two you can access without running through more mobs (they've all respawned by now) are the ones you'll need for Thrym. Worst quest in the zone, possibly the expansion. Possibly the game.
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*** [[EnergyBeings He]] was a[[TheDragon second-to-last]] boss of an [[JustifiedTrope entire]] [[YourMileageMayVary expansion]].



** Compared to the other Keepers in Ulduar, Mimiron is a fairly difficult fight - it's long, has four phases each possessing a number of abilities that one-shot raiders, and has a tight enrage timer. In heroic mode, it's the same with higher damage - oh, and the room is on fire.
** Yogg-Saron in Ulduar. If you touch a roaming cloud in Phase 1, you'll spawn an add. Do this enough, and even Kingslayer groups will wipe. Once the fight begins, every player gains a new debuff called "Sanity" that starts at 100%. During the fight, specific abilities will decrease your Sanity; if Sanity reaches zero, you become Insane--Yogg-Saron controls your mind and you begin killing the raid. Yogg-Saron is so powerful that he can break you and destroy your sanity. Phase 2 requires priority on killing tentacles, keeping Sane as high as possible, and DPS entering portals to attack the Brain of Yogg-Saron. Phase 3 becomes more of a DPS fight, but still maintains Sanity. Every 12 seconds, Yogg-Saron casts Lunatic Gaze; staring into madness itself lowers your Sanity by 4% every second. This is easily countered by turning away; healers must never look at Yogg-Saron and tanks/DPS must quickly turn away. The Normal Mode version allows the four Keepers of Ulduar to assist your raid with various buffs. The Hard Mode versions reduce the number of Keepers as low as the raid wishes, even to, God forbid, zero Keepers for [[http://www.wowhead.com/achievement=3159 Alone in the Darkness]].

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** Compared to the other Keepers in Ulduar, Mimiron is a fairly difficult fight - it's long, has four phases each possessing a number of abilities that one-shot raiders, and has a tight enrage timer. In heroic mode, it's the same with higher damage damage, a five-minutes-shorter enrage timer - oh, and the room is on fire.
** Yogg-Saron in Ulduar. If you touch a roaming cloud in Phase 1, you'll spawn an add. Do this enough, and even Kingslayer groups will wipe. Once the fight begins, every player gains a new debuff called "Sanity" that starts at 100%. During the fight, specific abilities will decrease your Sanity; if Sanity reaches zero, you become Insane--Yogg-Saron controls your mind and you begin killing the raid. Yogg-Saron is so powerful that he can break you and destroy your sanity. Phase 2 requires priority on killing tentacles, keeping Sane Sanity as high as possible, and DPS entering portals to attack the Brain of Yogg-Saron. Phase 3 becomes more of a DPS fight, but still maintains Sanity. Every 12 seconds, Yogg-Saron casts Lunatic Gaze; staring into madness itself lowers your Sanity by 4% every second. This is easily countered by turning away; healers must never look at Yogg-Saron and tanks/DPS must quickly turn away. The Normal Mode version allows the four Keepers of Ulduar to assist your raid with various buffs. The Hard Mode versions reduce the number of Keepers as low as the raid wishes, even to, God forbid, zero Keepers for [[http://www.wowhead.com/achievement=3159 Alone in the Darkness]].



** Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relately easy launch dungeons. He has a hard hitting, fast spell that should be interupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health. Groups often die to Mirrored Soul, which results in the person being targeted taking damage when the Devourer of Souls does; if the healer dies, the rest of the group soon follows.

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** Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relately relatively easy launch dungeons. He has a hard hitting, fast spell that should be interupted interrupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health. Groups often die to Mirrored Soul, which results in the person being targeted taking damage when the Devourer of Souls does; if the healer dies, the rest of the group soon follows.



** The Beasts of Northrend require a considerable amount of cooperation from all the members, making it difficult for raids with many pick-up members to progress. The first opponent, Gormok the Impaler, throws Snowbolds onto people, which cause damage to players until the DPSers kill them. In the second encounter, Acidmaw hits players with a poison that paralyzes them (''before the debuff timer even expires''), unless they run over to the tank on Dreadscale who has Burning Bile. The third opponent, Icehowl, is simpler, but if the raid wipes on one of them, they have to start over, and it is very difficult to resurrect people between phases.

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** The Beasts of Northrend require a considerable amount of cooperation from all the members, making it difficult for raids with many pick-up members to progress. The first opponent, Gormok the Impaler, throws Snowbolds onto people, which cause damage to players until the DPSers kill them. In the second encounter, Acidmaw hits players with a poison that paralyzes them (''before the debuff timer even expires''), unless they run over to the tank on Dreadscale who has Burning Bile. The third opponent, Icehowl, is simpler, but if the raid wipes on one of them, they have to start over, and it is very difficult impossible to resurrect people between phases.phases except with a Druid's Rebirth.



** Blood Queen Lana'Thel turns members of the raid into vampires. They get a damage buff, but soon have to bite someone within 10 seconds or get mind-controlled. Getting the damage output to beat her enrage timer involves working out an order of who should be bitten when, then ''finding'' the right person to bite before time's up. Losing one person to mind control almost inevitably means a wipe. With 25 people, this gets...interesting.

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** Blood Queen Lana'Thel turns members of the raid into vampires. They get a damage buff, but soon have to bite someone within 10 seconds or get mind-controlled. Getting the damage output to beat her enrage timer involves working out an order of who should be bitten when, then ''finding'' the right person to bite before time's up. Losing one person to mind control almost inevitably means a wipe. With 25 people, this gets... interesting.



** Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase shouldn't be too bad. She just pulls the raid in and they need to run out before a big ice blast happens. Except that the entire party being moved like that tends to overload people's connection. People die to it solely because they lag too badly to get out. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.
*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.

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** Nowadays, we have Sindragosa. While the Lich King himself is harder-he's harder, he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase shouldn't be too bad. She just pulls the raid in and they need to run out before a big ice blast happens. Except that the entire party being moved like that tends to overload people's connection. People die to it solely because they lag too badly to get out. She has an airphase air phase that isn't too bad; it just involves two people getting hit with Ice Blocks(not Blocks (not too close to others or it will chain-on chain - on 25 this can be a bit hectic but compared to what's to come...)and ) and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you (read: kill you on Heroic heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the Magic (the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs means tanks need to switch and people need to run behind iceblocks. Oh, and the Iceblocks iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't can't be chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has have been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.
*** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.point.
** The Storm King's Vengeance quest in Zul'drak. It's bad enough that it's so hard to see what you're doing when riding the giant. But the kicker? You have two minibosses to kill: Prince Navarius and Thrym. For the Prince you will definitely need to heal yourself, which you accomplish by grabbing and consuming storm clouds. These clouds disappear when eaten, and have fixed spawn points, one of which is right beside Navarius. So he's easy enough. But the only way to summon Thrym is to kill Navarius. So you kill him, consuming his nearby storm cloud in the process. He dies and Thrym appears. You're at half health. You have five seconds to run to the nearest storm cloud (which is near a small group of ghouls who normally pose no threat but occasionally will call on every mob in the zone to come and kill you, and if you fight them while fighting Thrym they ''will'' kill you) and grab it before Thrym attacks. If you try to run to any other storm cloud you will aggro a lot of mobs, take too much damage, and die. If you do not time your killing of Navarius and eating of his storm cloud just right, you will not have it respawn when you need it for Thrym, and you will not be healed enough, and you will die. If you die (and you will die trying to get it right), you must run back to the giant, ride him over to one of the few places in the area that is not full of zombies, turn around and spend five minutes mashing your keyboard to kill everything you just aggroed (which is probably everything in the zone, regardless of how careful you were to avoid them), find a storm cloud to heal to full for the Prince, and wait for it to respawn because the only two you can access without running through more mobs (they've all respawned by now) are the ones you'll need for Thrym. Worst quest in the zone, possibly the expansion. Possibly the game.
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**** Clearly you have no sense of humor or you didn't read Weavil's diary.

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*** You can fight him but you can't get the Black Qiraji mount anymore, removing virtualy all the incentive to kill him.



** C'thun was brutally hard in his initial version, mainly due to the fact that he would cast his raid-wiping Eye Beam attack without any delay for players to enter the room. Only a few guilds managed to kill him before he was nerfed.

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** C'thun was brutally hard in his initial version, mainly due to the fact that he would cast his raid-wiping Eye Beam attack without any delay for players to enter the room. Only a few guilds managed to kill him before he was nerfed.nerfed, and even at 80, if someone [[LeeroyJenkins jumps the gun]], the raid will likely wipe if he does Eye Beam.



*** Believe it or not, even the most [[StopHavingFunGuys hardcore guilds]] out there wouldn't yell at you for dying during Heigan the Unclean. (Heck, they won't even yell at you ''now''!) if you lag. It used to be a slogan that lag was a ''very'' passable reason for dying against Heigan...heck, you can even lag a ''tad'' and die!

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*** Believe it or not, even the most [[StopHavingFunGuys hardcore guilds]] out there wouldn't yell at you for dying during Heigan the Unclean. (Heck, they won't even yell at you ''now''!) ''now'', when there's an achievement for completing Naxxramas without anyone dying and another for ''defeating Heigan without anyone dying''!) if you lag. It used to be a slogan that lag was a ''very'' passable reason for dying against Heigan...heck, you can even lag a ''tad'' and die!



*** They still are an incredibly complex positioning affair, and PUGs tend to not understand where to tank them or how to switch off, thus resulting in people getting two marks at once or being AOEd to death because no one's close enough to the two in the back



*** Groups with 80s can typically get past the other bosses (and possibly even Illidan himself) with 15-20 people, but they will ultimately need 25 to DPS the Council down and interrupt all the heals.



** Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relately easy launch dungeons. He has a hard hitting, fast spell that should be interupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health.

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** Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relately easy launch dungeons. He has a hard hitting, fast spell that should be interupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health. Groups often die to Mirrored Soul, which results in the person being targeted taking damage when the Devourer of Souls does; if the healer dies, the rest of the group soon follows.

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** Compared to the other Keepers in Ulduar, Mimiron is a fairly difficult fight - it's long, has four phases each possessing a number of abilities that one-shot raiders, and has a tight enrage timer. In heroic mode, it's the same with higher damage - oh, and the room is on fire.



** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.

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** *** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.
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extra note to The Beasts of Northrend

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***Again, PUGs are very bad idea since Acidmaw for the first half of his fight has a cone area of where his paralyzing poison hits and the said poison drains movement speed until it hits 0. Naturally the raid ends after everyone doesn't realize that they can just face him away from everyone and the kicker is that that was only the second part of the first encounter, you've still got 1 miniboss and 4 bosses left.
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** Yogg-Saron in Ulduar. If you touch a roaming cloud in Phase 1, you'll spawn an add. Do this enough, and even Kingslayer groups will wipe. Once the fight begins, every player gains a new debuff called "Sanity" that starts at 100%. During the fight, specific abilities will decrease your Sanity; if Sanity reaches zero, you become Insane--Yogg-Saron controls your mind and you begin killing the raid. Yogg-Saron is so powerful that he can break you and destroy your sanity. Phase 2 requires priority on killing tentacles, keeping Sane as high as possible, and DPS entering portals to attack the Brain of Yogg-Saron. Phase 3 becomes more of a DPS fight, but still maintains Sanity. Every 12 seconds, Yogg-Saron casts Lunatic Gaze; staring into madness itself lowers your Sanity by 4% every second. This is easily countered by turning away; healers must never look at Yogg-Saron and tanks/DPS must quickly turn away. The Normal Mode version allows the four Keepers of Ulduar to assist your raid with various buffs. The Hard Mode versions reduce the number of Keepers as low as the raid wishes, even to, God forbid, zero Keepers for [[http://www.wowhead.com/achievement=3159 Alone in the Darkness]].

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** Felmyst, who's only the third boss out of six at Sunwell Plateau, has a gas attack that can mind control raid members, and remains very difficult even for raids with level 80 players. Some players refuse to join Sunwell Plateau raids if they have not gotten past Felmyst

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** Kalecgos, the first boss of Sunwell Plateau, is nearly impossible for PUGs to get past. He's nearly as long as the platform is wide, and the players can aggro him if they get too close to him (sometimes if they aren't even standing on the platform). This wouldn't be as much of a problem if he didn't lock everyone who isn't on the platform out of the arena within seconds of being engaged. The fight requires killing Sarthrovarr and then bringing him down to 1% at around the same time; if you bring Kalecgos down too quickly, you lose because he stops creating portals to enable you to attack Sarthrovarr, and if you bring Sarthrovarr down too quickly, Kalecgos enrages. This becomes even more difficult if members don't take the portals to attack Sarthrovarr (which also can resultin "Kalec" the elf dying and you losing) or don't stop DPS on Kalecgos.
** Felmyst, who's only the third boss out of six at Sunwell Plateau, has a gas attack that can mind control raid members, and remains very difficult even for raids with level 80 players. Some players refuse to join Sunwell Plateau raids if they have not gotten past FelmystFelmyst.


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*** The fight is also a strenuous DPS race, and not only does he make adds that require the DPS' undivided attention, but in Phase 2, he throws out some of the most crippling damage-reducing debuffs in the game.
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** Professor Putricide remains the hardest wing boss thus far, with incredible raid coordination required to deal with all of his abilities, capped off with a severe time limit. Only five guilds managed to defeat him in Heroic mode prior to patch 3.3.3.

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** Professor Putricide remains the hardest wing boss thus far, with incredible raid coordination required to deal with all of his abilities, capped off with a severe time limit. Only five guilds managed to defeat him in Heroic mode prior to patch 3.3.3. It's also possibly the most annoying fight in the game for offtanks, who are isolated by being shoved into a vehicle that handles like a cow, where any of their tanking experience is useless, and are given a job where if they are slow on the mark even once the group is doomed, though it may take quite a while for that to become obvious to everyone else. And which the group can make vastly more difficult without even realizing.
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Just removed first person references. Or third. Am tired. :(


** Illidari Council is the one that gives PUGs on my server the most trouble at level 80. Its rare that a group survives to council with more than 10 members, then there's invariably no mage (still incredibly handy for tanking purposes), a tank runs in without checking with the group, there's no caster interrupt with a short cooldown and the person assigned to interrupting instagibs themselves on reflective shield because they get bored. Definitely still requires coordination.

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** Illidari Council is the one that gives PUGs on my server the most trouble at level 80. Its rare that a group survives to council with more than 10 members, then there's invariably no mage (still incredibly handy for tanking purposes), a tank runs in without checking with the group, there's no caster interrupt with a short cooldown and the person assigned to interrupting instagibs themselves on reflective shield because they get bored. Definitely still requires coordination.
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** Illidari Council is the one that gives PUGs on my server the most trouble at level 80. Its rare that a group survives to council with more than 10 members, then there's invariably no mage (still incredibly handy for tanking purposes), a tank runs in without checking with the group, there's no caster interrupt with a short cooldown and the person assigned to interrupting instagibs themselves on reflective shield because they get bored. Definitely still requires coordination.

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*** And the Suppression Field reduces your movement to 1/4 of normal and your attaxk and casting speed to 1/5 of normal. Walking through is a chore and fighting is extraordinarily difficult.

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*** And the Suppression Field reduces your movement to 1/4 of normal and your attaxk attack and casting speed to 1/5 of normal. Walking through is a chore and fighting is extraordinarily difficult.


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** Lady Vashj in Serpentshrine Cavern is not especially difficult in her first and third phases, but her second phase requires players to kill Tainted Elementals that stay in one place at the edge of the arena and only appear for 15 seconds before despawning, take the Tainted Cores (which prevent the holder from moving), and throw them from raid member to raid member until someone can use them on one of her four shield generators. To make matters worse, {{Mook}}s are coming in; the Enchanted elementals allow Vashj to AOE the raid if they reach her, and the striders Fear anyone who gets close. If your group isn't coordinated, you have no chance of making it through this phase.


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** Felmyst, who's only the third boss out of six at Sunwell Plateau, has a gas attack that can mind control raid members, and remains very difficult even for raids with level 80 players. Some players refuse to join Sunwell Plateau raids if they have not gotten past Felmyst
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*** Believe it or not, even the most [[StopHavingFunGuys hardcore guilds]] out there wouldn't yell at you for dying during Heigan the Unclean. (Heck, they won't even yell at you ''now''!) if you lag. It used to be a slogan that lag was a ''very'' passable reason for dying against Heigan...heck, you can even lag a ''tad'' and die!
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** Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.

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-> "It would be [[MookChivalry unfair]] to make you fight all four Advisors at once, but...fair treatment was never shown to my people. I'm just returning the favor."
--> --'''Kael'thas Sunstrider'''



*** And the Suppression Field reduces your movement to 1/4 of normal and your attaxk and casting speed to 1/5 of normal. Walking through is a chore and fighting is extraordinarily difficult.



** Dr. Weavil. I'm not sure if you can fight him anymore, but he was absolutely hellish. If you wanted a chance at getting the Black Qiraj Battle Tank, you needed to fight him. He employed a /permenant/ mind control, and a powerfull multi-target nuke with a 2 second stun. You needed at least 10 people to fight him, and those 10 people would also be trying to ring that gong at the end first.. The whole chain was full of these. Maws, Lord Lakmaeran (Who only one person could loot) and his many chimeraoks.. It was worth it in the end, though. The mount is pretty awesome.

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** Dr. Weavil. I'm not sure if you can fight him anymore, but he was absolutely hellish. If you wanted a chance at getting the Black Qiraj Battle Tank, you needed to fight him. He employed a /permenant/ /permanent/ mind control, and a powerfull powerful multi-target nuke with a 2 second stun. You needed at least 10 people to fight him, and those 10 people would also be trying to ring that gong at the end first.. The whole chain was full of these. Maws, Lord Lakmaeran (Who only one person could loot) and his many chimeraoks.. It was worth it in the end, though. The mount is pretty awesome.



** Frogger. ''JUST'' Frogger.

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** Frogger. ''JUST'' Frogger.Gluth can devour his adds, which heals him and makes victory impossible for those who don't know how to kill them.
** Frogger isn't exacty a boss, but enough players have died trying to avoid the moving slimes that it has become somewhat notorious.



** Kael'thas Sunstrider is a ''five'' phase boss that can last upwards of fifteen minutes. Assuming you survive his advisors, each of which is a miniboss in its own right, you then have to deal with his attacks, including MindControl, a Pyroblast that will instantly kill anyone it hits, and a phase where everyone is flung up into the air and must "swim" to avoid deadly floating orbs.

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** Kael'thas Sunstrider in Tempest Keep is a ''five'' phase boss that can last upwards of fifteen minutes. Assuming you survive his advisors, each of which is a miniboss in its own right, you then have to deal with his attacks, including MindControl, a Pyroblast that will instantly kill anyone it hits, and a phase where everyone is flung up into the air and must "swim" to avoid deadly floating orbs.



*** [[EnergyBeings He]] was the [[TheDragon second-to-last]] boss of an [[JustifiedTrope entire]] [[YourMileageMayVary expansion]].

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*** [[EnergyBeings He]] was the [[TheDragon a[[TheDragon second-to-last]] boss of an [[JustifiedTrope entire]] [[YourMileageMayVary expansion]].



** Ley-Guardian Eregos, in the Oculus, is a unique fight in that it's conducted while mounted on drakes, using their abilities instead of your own. Once the mechanics are understood, it's simple, but try getting a pick-up group to learn it.

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** [[spoiler: Drakuru]] at the end of his quest chain in Zul'Drak. You have to control a Berserker to attack him while avoiding the barrels of blight he throws at you, and switch control immediately if you lose your Berserker. Not only is it difficult for those who don't use pets, but your character is actually a liability in the fight.
** Ley-Guardian Eregos, in the Oculus, is a unique fight in that it's conducted while mounted on drakes, using their abilities instead of your own. Once the mechanics are understood, it's simple, but try getting a pick-up group to learn it.
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**Dr. Weavil. I'm not sure if you can fight him anymore, but he was absolutely hellish. If you wanted a chance at getting the Black Qiraj Battle Tank, you needed to fight him. He employed a /permenant/ mind control, and a powerfull multi-target nuke with a 2 second stun. You needed at least 10 people to fight him, and those 10 people would also be trying to ring that gong at the end first.. The whole chain was full of these. Maws, Lord Lakmaeran (Who only one person could loot) and his many chimeraoks.. It was worth it in the end, though. The mount is pretty awesome.
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You're not supposed to have bonus or final bosses on this list.


** And finally, the Lich King himself. The guild that killed him (without cheating, on heroic) has gone on to say that the encounter is much harder than anything Old Naxxramas threw at them (including the Four Horsemen, to which most players who saw that content agree). The fight includes many mechanics which can easily snowball and wipe the ride, including a disease that can one shot any player it jumps to while buffing the Lich King, a PBAoE that grows in size and damage the more it hurts people, ands adds that kill your allies one by one. On Heroic...
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Alright, I'm done failing.


** Anub'Rekhan would summon adds from dead players in addition to the dead adds. Que Exponential hell.

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** Anub'Rekhan would summon adds from dead players in addition to the dead adds. Que Exponential exponential hell.
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QFT


** Frogger. JUST Frogger.

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** Frogger. JUST ''JUST'' Frogger.

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QFT


** Anub'Rekhan would summon adds from dead players in addition to the dead adds. Que Exponential hell.



** The Four Horsemen had the strictest timing and movement requirements of any boss before or since, needing as many as ''eight'' tanks to perform correctly. The few guilds that successfully defeated this encounter had no trouble at all with the remaining bosses.

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** The Four Horsemen had the strictest timing and movement requirements of any boss before or since, needing as many as ''eight'' tanks to perform correctly. The few guilds that successfully defeated this encounter had no trouble at all with the remaining bosses.bosses, and was widely considered the hardest boss(es) to kill until the instance was retuned.
** Frogger. JUST Frogger.



** Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase shouldn't be too bad. She just pulls the raid in and they need to run out before a big ice blast happens. Except that the entire party being moved like that tends to overload people's connection. People die to it solely because they lag too badly to get out. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.

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** Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase shouldn't be too bad. She just pulls the raid in and they need to run out before a big ice blast happens. Except that the entire party being moved like that tends to overload people's connection. People die to it solely because they lag too badly to get out. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.here.
** And finally, the Lich King himself. The guild that killed him (without cheating, on heroic) has gone on to say that the encounter is much harder than anything Old Naxxramas threw at them (including the Four Horsemen, to which most players who saw that content agree). The fight includes many mechanics which can easily snowball and wipe the ride, including a disease that can one shot any player it jumps to while buffing the Lich King, a PBAoE that grows in size and damage the more it hurts people, ands adds that kill your allies one by one. On Heroic...
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*** It's also nearly impossible for pugs to complete because Faction Champions requires high levels of coordination. ''Pugs are not good at coordination.''
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Removed the debuff since falling to that relies people being too caught up in their own rotation to notice they're killing themselves, a traditional trap for all careless dps


**Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase isn't...bad. She pulls the raid in and they need to run out before a big ice blast happens. But during the whole phase, your casters randomly get a debuff that builds up as they cast...which does a LOT of damage if it builds up too high, so they need to stop casting to let it wear off. Meanwhile, melee randomly get hit with a debuff that builds up the more they hit her, doing more damage the higher it gets; so they need to stop hitting her. Good luck if you are a fast hitting melee. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.

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**Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase isn't...shouldn't be too bad. She just pulls the raid in and they need to run out before a big ice blast happens. But during the whole phase, your casters randomly get a debuff Except that builds up as the entire party being moved like that tends to overload people's connection. People die to it solely because they cast...which does a LOT of damage if it builds up lag too high, so they need badly to stop casting to let it wear off. Meanwhile, melee randomly get hit with a debuff that builds up the more they hit her, doing more damage the higher it gets; so they need to stop hitting her. Good luck if you are a fast hitting melee.out. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.
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commented on M'uru's status (spelling mistakes)


*** [[EnergyBeings He]] was the [[TheDagon second-to-last]] boss of an [[JustifidTrope entire]] [[YourMileageMayVary expansion]].

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*** [[EnergyBeings He]] was the [[TheDagon [[TheDragon second-to-last]] boss of an [[JustifidTrope [[JustifiedTrope entire]] [[YourMileageMayVary expansion]].
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*** [[EnergyBeings He]] was the [[TheDagon second-to-last]] boss of an [[JustifidTrope entire]] [[YourMileageMayVary expansion]].

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Click the edit button to start this new page.

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Click This page is about bosses in WorldofWarcraft that give away grief like it's candy. We need no advice for defeating these monstrosities- that defeats the edit button purpose!

'''REMINDER''': Hard modes, being optional, count as {{Bonus Boss}}es.

----
!Examples:

* The original ''World of Warcraft''
** Arugal, the last boss of Shadowfang Keep, can immobilize your party then teleport away to attack them with Shadow Bolts, and can also turn one party member into a werewolf that attacks the others, making him exceptionally difficult for his level and considerably different from other bosses.
** Archaedas, end boss of Uldaman, is a major step up in terms of complexity from anything previously encountered by players while leveling because of large numbers of adds that swarm the other players and heal the boss. There's also the fact that he was level 47 while the dungeon could be entered as early as level 38. The difficulty curve was tweaked in a later patch.
** Majordomo Executus was considered a massively difficult encounter due to the need to coordinate the simultaneous tanking and crowd control of nine separate mobs -- this in addition to the harsh requirements to summon him in the first place.
** Razorgore, the first boss of Blackwing Lair, requires tanks to pick up and kite potentially dozens of adds before the boss can even be fought, while healers do everything in their power not to attract attention. Many Molten Core/Onyxia level guilds simply folded on this fight.
** Immediately after Razorgore comes Vaelastrasz, an absolute balls-to-the-wall slugfest on a short timer where one mistake with aggro can wipe the raid. Vael was renowned as a guild killer back in the day. Keep in mind that Razorgore and Vaelastrasz were not simply the first two bosses in Blackwing Lair--they were the first two ''encounters'', as well as the two hardest bosses in the instance (only Nefarian himself comes close)! This is a textbook example of how not to build a dungeon, because while Blackwing Lair was very impressive, most players never got a chance to see it because of Razorgore and Vael.
** Another boss is Broodlord Lashlayer: If your tanks weren't in essentially the very best gear possible, they would probably die to Mortal Strike because it could crit for 8k on plate. You'd likely need multiple tanks with great gear because Broodlord uses a knockback that reduces the target's total threat by 50%. If you're melee and you ripped aggro, prepare to die. If you're ranged and you ripped aggro, you better run in and die fast otherwise Broodlord will cleave and kill your ranged/healers. Then if you wipe, have fun reclearing the Suppression Room; easily some of the worst trash in the whole game.
** Ayamiss the Hunter deserves special mention due to the tendency of players not familiar with the fight to accidentally aggro him before the room was cleared of trash or the raid prepared.
** Princess Huhuran is a gear-check boss, requiring insane levels of Nature resistance and near-perfect timing. Any less and you might as well not even attempt her.
** Immediately after Huhuran in Ahn'Qiraj comes the Twin Emperors, a sheer coordination and teamwork fight that can still frustrate players ''two expansions later'', due to the fact that without precise tanking they simply heal each other to full within seconds.
** C'thun was brutally hard in his initial version, mainly due to the fact that he would cast his raid-wiping Eye Beam attack without any delay for players to enter the room. Only a few guilds managed to kill him before he was nerfed.
** Old Naxxramas deserves its title as the final and most difficult raid dungeon of classic [=WoW=]. It would be easier to list the bosses that are not ThatOneBoss, but some standouts are listed below.
** Patchwerk is a gear check boss that requires perfect timing from the healers to avoid having the tanks die.
** Gothik the Harvester is easy once you get to fight him. The trouble is the dozens of creatures he summons to attack you first.
** Thaddius is pretty bad for groups that can't figure out how to move properly on his Polarity Shift, especially since each death makes it ''significantly'' harder to beat his berserk timer.
** Heigan the Unclean has a unique mechanic requiring players to move across a floor in sync, chasing the "safe spot" amid lethal eruptions. The so-called "Heigan Dance" claims far more lives than the boss himself, who is notably easy. In particular, it's extremely sensitive to the latency of your connection to the game, meaning players who disconnect or lag behind others are pretty much doomed.
** The Four Horsemen had the strictest timing and movement requirements of any boss before or since, needing as many as ''eight'' tanks to perform correctly. The few guilds that successfully defeated this encounter had no trouble at all with the remaining bosses.
* ''The Burning Crusade''
** Warbringer Omogg in Shattered Halls is a two-headed ogre that occasionally chooses to attack a random player other than the tank, and can't be taunted. Bring a bunch of cloth-wearers in there and prepare to get squished.
** Kael'thas Sunstrider, in Magister's Terrace. Sure he is a DegradedBoss from his former status as the FinalBoss of Tempest Keep, but is still the hardest 5 man boss in Burning Crusade, due to the massive magical damage he inflicts.
** The Shade of Aran is an atypical boss in that he has no physical attacks by default, but casts devastating spells on random targets. This turns the fight into a movement and healing struggle that becomes absurdly more difficult when he summons elementals to protect him at 40% health. While all of his spells could be interrupted, locking out all three of his magic schools (Frost, Fire, Arcane) caused him to whip out his staff and unleash a devestatingly powerful melee attack (at the time around 10k, enough to one-shot almost anyone it hit). [[MemeticMutation I will not move when flame wreath is cast, or the raid blows up!]])
** Netherspite (technically a BonusBoss, although this could be said of at least half the bosses in Karazhan), is of the "one stupid mistake can wipe the raid" variety. His mechanics require rotating players through a series of beams, a mistake with any one of which can result in the wrong person tanking or taking damage and completely wreck the plan.
** Kael'thas Sunstrider is a ''five'' phase boss that can last upwards of fifteen minutes. Assuming you survive his advisors, each of which is a miniboss in its own right, you then have to deal with his attacks, including MindControl, a Pyroblast that will instantly kill anyone it hits, and a phase where everyone is flung up into the air and must "swim" to avoid deadly floating orbs.
** Teron Gorefiend was of roughly average difficulty for the Black Temple when it was new, when level 70 was the maximum and people went into the Black Temple expecting a challenging raid. However, go in there at 80 and he ''becomes'' {{That One Boss}}. The Black Temple was designed for 25 players of level 70, but at level 80 everyone has much higher values in every stat, so a group of even 10 or 12 level 80s can steamroll through the place as long as at least a couple people know what they're doing. Teron Gorefiend, however, requires using new temporary abilities quickly, so if people go into Gorefiend's room without knowing the plan, they will wipe.
** Reliquary of Souls is done in three phases, each of which has completely different mechanics. In one phase, you can't heal; in the next, you can't regenerate mana, and in the third, all damage you inflict is reflected back onto yourself.
** M'uru was as far as many, many raids ever got. That boss ate entire guilds whole. No less than six high-end guilds on ThisTroper's server alone crashed, burned and eventually split up and fucked off because of M'uru. And he wasn't even the final boss.
* ''The Wrath of the Lich King''
** Ley-Guardian Eregos, in the Oculus, is a unique fight in that it's conducted while mounted on drakes, using their abilities instead of your own. Once the mechanics are understood, it's simple, but try getting a pick-up group to learn it.
** Loken, in the Halls of Lightning, was at one point statistically the deadliest boss in the game, accounting for more player deaths than any other. The fact that one of his attacks forces to you remain as close to him as possible, while another requires you run away as fast as possible to avoid instant sparkly death, may account for this.
** Argent Confessor Paletress in the Trial of the Champion 5-man dungeon summons a giant shadow creature that casts an area of effect fear spell. Constantly. However, a great portion of the dungeon's difficulty is due to the fact that players treat it as a standard 5-man dungeon despite it being substantially more difficult than anything that came previously.
** Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relately easy launch dungeons. He has a hard hitting, fast spell that should be interupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health.
** Keristraza in The Nexus. The party must constantly jump to prevent her Intense Cold debuff from stacking too high, but one of her abilities roots people to the ground. This is also made more difficult by the fact that it is often the first dragon boss that many players who don't raid fight, meaning people need to learn how to avoid her Tail Swipe and breath attacks while DPSing, and the tank needs to turn those away from the rest of the party.
** The Faction Champions encounter in the Trial of the Crusader raid dungeon is nasty for any group that isn't used to PlayerVersusPlayer combat. It consists of a randomly selected group of opposite faction characters who behave like [=PvP=] opponents: interrupting spells, using crowd control, and ganging up on individual raid members. The only way to beat them is to keep ''them'' crowd controlled while killing the healers, not as easy a task as it sounds.
** The Beasts of Northrend require a considerable amount of cooperation from all the members, making it difficult for raids with many pick-up members to progress. The first opponent, Gormok the Impaler, throws Snowbolds onto people, which cause damage to players until the DPSers kill them. In the second encounter, Acidmaw hits players with a poison that paralyzes them (''before the debuff timer even expires''), unless they run over to the tank on Dreadscale who has Burning Bile. The third opponent, Icehowl, is simpler, but if the raid wipes on one of them, they have
to start over, and it is very difficult to resurrect people between phases.
** Icecrown Citadel, being the final major raid dungeon of ''Wrath'', naturally has the most difficult encounters.
** Lady Deathwhisper could have been considered
this new page.before her first phase was nerfed, as coordinating the killing of multiple waves of {{Mooks}}, some of which are immune to physical damage and some to magical, while dealing with her Mind Control ability, was tougher than even Blizzard intended.
** Blood Queen Lana'Thel turns members of the raid into vampires. They get a damage buff, but soon have to bite someone within 10 seconds or get mind-controlled. Getting the damage output to beat her enrage timer involves working out an order of who should be bitten when, then ''finding'' the right person to bite before time's up. Losing one person to mind control almost inevitably means a wipe. With 25 people, this gets...interesting.
** Professor Putricide remains the hardest wing boss thus far, with incredible raid coordination required to deal with all of his abilities, capped off with a severe time limit. Only five guilds managed to defeat him in Heroic mode prior to patch 3.3.3.
**Nowadays, we have Sindragosa. While the Lich King himself is harder-he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. The first phase isn't...bad. She pulls the raid in and they need to run out before a big ice blast happens. But during the whole phase, your casters randomly get a debuff that builds up as they cast...which does a LOT of damage if it builds up too high, so they need to stop casting to let it wear off. Meanwhile, melee randomly get hit with a debuff that builds up the more they hit her, doing more damage the higher it gets; so they need to stop hitting her. Good luck if you are a fast hitting melee. She has an airphase that isn't too bad; it just involves two people getting hit with Ice Blocks(not too close to others or it will chain-on 25 this can be a bit hectic but compared to what's to come...)and then these iceblocks need to be hid behind or her frost bombs will damage you(read: Kill you on Heroic mode.) They also need to be killed before the people suffocate, but this is fairly trivial compared to phase 2. Phase 2 is a nightmare where she ice blocks people during the fight, and casts a stacking debuff on the raid that increases magic damage done each stack. The RNG of the melee cold damage and Unchained Magic(the magic debuff from phase 1) continues. Tanks need to get out of the way or their debuffs will stack to high to survive her breath, which needs tanks need to switch and people need to run behind iceblocks. Oh, the Iceblocks during this phase chaining typically means a wipe. Most can get through the first phase with the air phase, but this last phase can make it fall apart in seconds. Strict, strict coordination must be set to get the iceblocks close enough so the tanks can clear their debuffs, but the blocks aren't chained. All of this over the [[{{Understatement}} most god awful annoying voice ever]] screeching at you the entire time. On Heroic mode? Though there has been technically harder fights, this one could possibly be one of the most unfun fights of the game if the crowds are to be believed. [[YourMileageMayVary YMMV]], of course, but she bears a bit of mentioning here.

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