General Nazgrim (tactics)

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BossGeneral Nazgrim
Image of General Nazgrim
Gender Male
Race Orc (Humanoid)
Level ?? Boss
Reaction Alliance Horde
Location Ragefire Chasm, Siege of Orgrimmar
Status Killable

General Nazgrim is the eighth boss of Siege of Orgrimmar. Nazgrim fought, traveled, and brought glory to the Horde during the Northrend, Cataclysm, and Pandaria campaigns alongside fellow Horde heroes. In the end, he would place his loyalty to Warchief Garrosh Hellscream before being ended by the Alliance he fought against and the Horde heroes he fought with. The encounter with Nazgrim involves dealing with his various rage-powered abilities as a Warrior and the Kor'kron adds he summons.


Main article: Nazgrim

Adventure Guide

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

Encounter Design

The decision to include Nazgrim as a raid boss was a controversial one—Horde players have seen him rise through the ranks from Sergeant, to Legionnaire, and now to General. Unlike many of our Raid bosses, he is not necessarily wicked, but he is a soldier whose loyalty to Orgrimmar leaves him no choice but to defend its walls. Of course, the Alliance likely has a different perspective on just how “noble” his past actions have been. . . .[1]


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

Dps icon.png Damage Dealers

  • Defeat Kor'kron Forces quickly so as not to get overwhelmed.
  • Interrupt Kor'kron Arcweavers' and Warshaman's spellcasts.
  • Quickly destroy Nazgrim's Kor'kron Banner and Warshaman's Healing Tide Totem when they are placed.
  • Directly attacking Nazgrim when he is in Defensive Stance will cause him to generate Rage rapidly.

Healer icon.png Healers

  • If General Nazgrim has between 75 and 99 Rage when Cooling Off ends, his War Song will deal heavy damage to the entire raid.
  • Kor'kron Assassins fixate on a non-tank target and deal heavy damage to their prey.

Tank icon.png Tanks

  • Trade off tanking Nazgrim to allow Sundering Blow to fade, or Nazgrim will gain large amounts of Rage.
  • Keep Kor'kron Warshaman far away from Nazgrim, or they may heal him significantly.


  • Ability warrior sunder.png  Sundering Blow Tank Alert — A powerful strike inflicts 600,000 Physical damage and sunders the target's armor, reducing armor by 10% for 60 sec. Generates 5 Rage plus 5 additional Rage per stack of Sundering Blow on the target.
  • Ability deathknight brittlebones.png  Bonecracker — Fling a heavy mace at a player to crack their bones, reducing maximum health by 50% and causing the player to bleed for 40,000 Physical damage every 1 sec for 30 sec.
  • Inv sword 48.png  Execute Tank Alert Heroic Difficulty Deadly — Executes a player for 3,000,000 Physical damage. This attack pierces immunities and cannot be dodged, blocked, or parried.
  • Stances — General Nazgrim will take on various stances during the battle.
    • Ability warrior offensivestance.png  Battle Stance — A balanced stance that generates 1 Rage every 1 sec.
    • Ability racial avatar.png  Berserker Stance — A wild stance that increases damage dealt by 25%, damage taken by 25%, and Rage generated by 100%.
    • Ability warrior defensivestance.png  Defensive Stance — A defensive stance that reduces damage taken by 25%, deflects all ranged attacks and spells from the front, and grants 5 Rage when struck. Attacks by players affected by Sundering Blow do not cause Nazgrim to generate Rage.
  • Rage — Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle. General Nazgrim prefers to use the ability with the highest Rage cost.
    • Ability heroicleap.png  Heroic Shockwave — Leaps at a player, inflicts 300,000 Physical damage within 10 yards of the impact location and causing three Aftershocks. Costs 30 Rage.
      • Spell nature earthquake.png  Aftershock — The ground cracks between General Nazgrim's impact location and the location a player target. After several seconds, the cracks will erupt, inflicting 400,000 Fire damage to players within the Aftershock and granting General Nazgrim 3 Rage for each player struck.
    • Inv cape korkron d 01.png  Kor'kron Banner Damage Dealer Alert — Places a banner that causes allies' attacks to generate 3 Rage for General Nazgrim. Costs 50 Rage.
    • Ability warrior rampage.png  War Song Healer Alert — Unleash a hellish scream, inflicting 75% of maximum health as Physical damage to all players. Costs 70 Rage.
    • Inv axe 54.png  Ravager Deadly — Throw a whirling blade that will last for the duration of the battle. The Ravager inflicts 400,000 Physical damage to enemies within 6 yards every 1 sec, granting General Nazgrim 3 Rage for each enemy struck. Costs 100 Rage.
    • Spell nature sleep.png  Cooling Off — After using an ability that costs Rage, General Nazgrim must cool off for 15 sec. During this time, General Nazgrim cannot use abilities that cost Rage.
  • Kor'kron Forces — General Nazgrim will call for the aid of his forces during the battle. At 10% health, General Nazgrim will call in an additional wave of forces.
    • Orgrimmar Faithful — General Nazgrim begins the battle with a contingent of loyalist Orgrimmar grunts.
    • Kor'kron Ironblade — Kor'kron Ironblades wield a fierce two-handed blade.
      • Classicon warrior.png  Ironstorm — Whirl around in a storm of iron, inflicting 200,000 Physical damage to players within 7 yards every 1 sec. for 60 sec.
      • Spell holy ashestoashes.png  Last Stand — Increases maximum health by 25%. Kor'kron Ironblades will use Last Stand when brought below 25% health.
    • Kor'kron Arcweaver — Kor'kron Arcweavers have mastered the arcane arts.
      • Spell arcane invocation.png  Arcane Shock Interruptible — Shock a target, inflicting 150,000 Arcane damage and increasing Arcane damage dealt by the caster by 25% for 10 sec. Stacks up to 99 times.
      • Spell fire blueflamestrike.png  Magistrike Interruptible Magic Effect — Calls down a burst of Arcane energy, inflicting 150,000 Arcane damage instantly and 30,000 Arcane damage every 1 sec. for 20 sec to enemies within 8 yards.
      • Spell arcane blink.png  Unstable Blink — Teleport 1-2 times in a random direction.
    • Kor'kron Assassin — Kor'kron Assassins strike from the shadows at the enemy's weakest targets.
      • Ability stealth.png  Stealth — Kor'kron Assassins begin the battle in stealth. Slows movement speed by 50%.
      • Ability backstab.png  Backstab — Inflicts 500,000 Physical damage to a player, but only if attacking from behind.
      • Ability fixated state purple.png  Assassin's Mark Deadly — Kor'kron Assassins will fixate on a non-tank target.
    • Kor'kron Warshaman — Kor'kron Warshaman specialize in aiding their allies.
      • Spell nature skinofearth.png  Earth Shield Magic Effect — Protects the target with an earthen shield that heals the shielded target for 5% of maximum health when damage is taken.
      • Spell nature healingwavelesser.png  Empowered Chain Heal Interruptible — Heals an ally for 10% of their maximum health and jumps to a nearby ally, increasing healing by 50% per jump. Affects 5 total targets.
      • Ability shaman healingtide.png  Healing Tide Totem Damage Dealer Alert — Summons a totem that heals allies within 8 yards for 30% of their maximum health every 3 sec.
    • Kor'kron Sniper Heroic Difficulty
      • Ability fixated state red.png  Hunter's Mark Heroic Difficulty — Kor'kron Snipers will fixate on a non-tank target.
      • Inv misc ammo arrow 05.png  Shoot Heroic Difficulty — Shoots a player, inflicting 100% weapon damage.
      • Ability hunter improvedsteadyshot.png  Multi-Shot Heroic Difficulty — Fire a volley of arrows, inflicting 300,000 Physical damage to enemies within a 40-yard cone.


Nazgrim is an add management fight with a high emphasis on execution -- even minor mistakes in executing the encounter can snowball into a wipe.

Handling adds

Nazgrim will pull with a large group of Orgrimmar Faithful, but these adds have low health and only weak melee attacks. These adds should be AoE-ed down at the pull.

For the rest of the fight, Nazgrim will periodically summon two adds. These will be randomly selected from four types of adds, and no summon will have more than one type of add. In order of priority, the adds that can be summoned are:

  • Korkron War Shamans are the top priority for the raid, no matter the circumstances. They cast Chain Heals and put down Healing Totems that can very easily heal other adds, as well as Nazgrim himself, very quickly -- it is not unknown for a War Shaman to heal Nazgrim from 1% to 60% in mere seconds. These must be interrupted and nuked down with extreme urgency, as well as any totems that they spawn, and tanks should keep Nazgrim far away from them (tanks will thus not pick War Shamans up). If they manage to cast Earth Shield on Nazgrim or another add, it can be removed with an offensive dispel.
  • Kor'kron Arcweavers cast many interruptible abilities; the raid will need to interrupt as many as possible (particularly Magistrike) while bringing them down. These must also be dealt with urgently, although any War Shamans will take precedence over them.
  • Kor'kron Assassins are relatively easier to deal with, provided that any raid members fixated by the Assassins never turn their back on them, otherwise Backstab will kill them very quickly. The off-tank can round up any Assassins when they are not fixating any other raid members.
  • Kor'kron Ironblades have an area-of-effect ability (Ironstorm) and heal themselves when they reach 50% through Last Stand. These adds are the least problematic; if their numbers are not overwhelming, it may be worth keeping some of them alive and killing them only when Nazgrim enters Defensive Stance.

Handling Nazgrim

Nazgrim cycles through three stances on a one-minute timer in the same order. Battle Stance simply causes Nazgrim to generate 1 Rage each second. Beserker Stance loses the 1 Rage per second generation, but causes him to do 25% increased damage (though he will also take 25% increased damage as well) and causes all his other Rage generating abilities to generate double Rage.

The third stance, Defensive Stance, is worthy of special mention. Nazgrim will take 10% reduced damage, and will gain 3 Rage for each attack made to him, except for tanks debuffed with Sundering Blow. Since success in this encounter will come through keeping Nazgrim's Rage bar as low as possible, it is extremely important for the raid not to DPS Nazgrim at all during Defensive Stance (except for debuffed tanks), even if there are no adds present at the time (this is the reason for the raid wanting to keep as many Ironblades as the raid can comfortably handle alive until this point).

Nazgrim has two standard abilities. The aforementioned Sundering Blow is a tank debuff that additionally causes Nazgrim to unavoidably gain Rage (more Rage depending on how many stacks of Sundering Blow the tank already has); tanks will need to perform a standard tank swap to deal with this. Bonecracker places a bleed effect on players and reduces their maximum health; healers will just need to keep these targets alive until the debuff expires.

The remainder of Nazgrim's abilities cost Rage to use. He will use one Rage ability every 15 seconds (this can be tracked through his Cooling Off debuff), and will always use the most expensive one he can afford. The abilities he can use are:

  • If Nazgrim has between 0 and 29 Rage when Cooling Off expires, he will not cast any Rage ability until his Rage hits 30 (at which point he will cast Heroic Shockwave).
  • If Nazgrim has between 30 and 49 Rage when Cooling Off expires, he will cast Heroic Shockwave. Players need to be spread out 10 yards before this goes off to avoid taking splash damage, and must move from the Aftershocks that appear afterwards to avoid giving Nazgrim any extra Rage.
  • If Nazgrim has between 50 and 69 Rage when Cooling Off expires, he will summon a Kor'kron Banner which causes all attacks by any adds present at the time to grant Nazgrim Rage. The banner has low health and can (and should!) be destroyed quickly.
  • If Nazgrim has between 70 and 99 Rage when Cooling Off expires, he will cast War Song, which does 50% Physical damage to everyone in the raid. Healers should top the raid off if they anticipate Nazgrim casting this, particularly on raid members affected by Bonecracker.
  • If Nazgrim has 100 Rage when Cooling Off expires, he will summon a Ravager weapon, which moves slowly through the room. They must be avoided as taking damage from them results in the raid member taking high Physical Damage and Nazgrim gaining considerable extra Rage. The raid should avoid giving Nazgrim enough Rage to cast this as much as possible, since the Ravager weapons will restrict movement; this will eventually snowball into a wipe.

Final 10% burn

The final 10% of the fight can be extremely problematic, as Nazgrim will overwhelm the raid with adds if not defeated quickly.

A strategy for dealing with this is:

  • Keep an eye on Nazgrim's stances; the raid does not want Nazgrim entering Defensive Stance in the final 10% of his health. If necessary, stop DPS on Nazgrim at 13%, allow him to enter Defensive Stance, and then push him below 10% once Defensive Stance is over. Ideally, the raid would want Nazgrim to be in Beserker Stance when pushing him below 10%, with plenty of time to spare before entering Defensive Stance, but this may not always be possible.
  • Once the raid decides to push Nazgrim below 10%, all offensive cooldowns should be popped (including [Bloodlust]/ [Heroism]/ [Time Warp]), and Nazgrim defeated as quickly as possible.
  • Even though this is a burn phase, War Shamans still take precedence over burning Nazgrim down, as they can (and will!) heal him back up if ignored.

Achievement: Gamon Will Save Us!

To begin with, one raid member should free Gamon from the tree that he is tied to, on the Demolisher trash preceeding the raid's descent into the Cleft of Shadow on their way to Nazgrim.

On the actual fight, earning [Gamon Will Save Us!] is a reward for doing the fight "properly", and requires that the raid handles Nazgrim's Rage perfectly. Two casts of War Song will kill Gamon, and so will any Ravager weapons that wander into Gamon's vicinity. It is however possible to heal Gamon, and additionally, it has been reported that the raid can skip the warlock trash causing Gamon to remain behind there.

An important note is that, much like the [Only the Penitent...] achievement in the Firelands, the raid only has one chance per raid lockout. If the raid wipes to Nazgrim or Gamon dies, he will not respawn.


General Nazgrim
Item Type Description
 [Gauntlets of the Cursed Conqueror] (LFR · F · H) Hands T16 token
 [Gauntlets of the Cursed Protector] (LFR · F · H) Hands T16 token
 [Gauntlets of the Cursed Vanquisher] (LFR · F · H) Hands T16 token
 [Arcweaver Spell Sword] (LFR · F · WF · H · H WF) Sword (1H) Intellect DPS
 [Bulwark of the Fallen General] (LFR · F · WF · H · H WF) Shield Strength DPS
Crown of Tragic Truth (LFR · F · WF · H · H WF) Mail head Spirit
Gar'tok Strength of the Faithful (LFR · F · WF · H · H WF) Mace (2H) Strength DPS
Nazgrim's Burnished Insignia (LFR · F · WF · H · H WF) Trinket Healer
Nazgrim's Gutripper (LFR · F · WF · H · H WF) Dagger Agility DPS
Ravager's Pathwalkers (LFR · F · WF · H · H WF) Mail feet Agility DPS
Robes of the Warrior's Fall (LFR · F · WF · H · H WF) Leather chest Spirit
Sandals of Two Little Bees (LFR · F · WF · H · H WF) Cloth feet Spirit
Shoulderguards of the Righteous Stand (LFR · F · WF · H · H WF) Leather shoulder Agility DPS
Spaulders of Kor'kron Fealty (LFR · F · WF · H · H WF) Cloth shoulder Intellect DPS

Related Achievements


Alliance Intro
No Alliance hand has ever struck me down! Do you think you are seasoned enough?
Horde Intro
So, it has come to this. Together, we have learned and grown over the years, and now we find ourselves face to face on the battlefield. Do not think I will go easy on you, nor do I expect any quarter. What we do now, we do for the Horde, both of us.
Alliance Aggro
I am Nazgrim! Fist of the warchief and general of the Horde Army. If I must die today, I will die with honor, in battle, for the horde!
Horde Aggro
It is an honor to finally face you in combat. Lok'tar Ogar, for Honor, and for the Horde!
Aggroed if Gamon is present
Gamon says: You are an honorable Orc, Nazgrim. I regret what I must do.
Kor'kron Forces
  • Kor'kron, at my side!
  • Warriors, on the double!
  • Next squad, to the front!
  • Defend the gate!
  • Rally the forces!
All Kor'kron... under my command... kill them... NOW!
You should have trained harder.
Death (Alliance)
I die... with honor... Lok'tar Ogar...
Death (Horde)
Ah... you have learned much... and learned well... an honorable battle.
In the end, I stood by the warchief, because it was my duty, and I am glad that it was you who struck me down. May your strength... lead the horde... into a new era of prosperity...
[Gamon Will Save Us!]
Gamon says: You fought with honor. Gamon will ensure that your legacy lives on. For the Horde, my friend.
Unused quotes
Gamon, you have finally learned. I am proud to have died at your hands.
For the Horde.

Patches and hotfixes

  • Mists of Pandaria Patch 5.4.8 (2014-05-20): General Nazgrim no longer calls in an additional wave of forces at 10% health on Raid Finder difficulty.
  • Mists of Pandaria Hotfix (2014-01-23): "
    • General Nazgrim's Kor'kron Banner now has less health on Raid Finder difficulty.
    • General Nazgrim's Ravager no longer generates Rage when it strikes a player and deaks 50% less damage on Raid Finder difficulty.
    • Kor'kron Warshaman's Healing Tide Totem now heals for 1% (down from 2%) on Raid Finder Difficulty.
    • Kor'kron Warshaman's Empowered Chain Heal now heals for 1% (down from 4%) on Raid Finder difficulty."
  • Mists of Pandaria Hotfix (2014-01-23): [A Murder of Crows] will no longer cause additional rage while Nazgrim is in defensive stance.
  • Mists of Pandaria Hotfix (2013-11-04): "
    • General Nazgrim's Sundering Blow now has a cap at 4 stacks, allowing him to gain up to a maximum of 25 Rage (50 while in Berserker Stance) on Raid Finder difficulty.
    • Kor'kron Arcweavers, Kor'kron Assassins, Kor'kron Ironblades, and Kor'kron Warshamans now have less health and deals less damage on Raid Finder difficulty."
  • Mists of Pandaria Hotfix (2013-10-09): "Reduced the amount of hostile NPCs in the areas leading up to General Nazgrim on Raid Finder difficulty."
  • Mists of Pandaria Hotfix (2013-10-02): "
    • Changes on Raid Finder difficulty:
      • General Nazgrim's health has been reduced by 10%.
      • General Nazgrim's Ravager now hits for 200,000 damage.
      • General Nazgrim now gains 1 Rage when struck in Defensive Stance (down from 2 Rage).
      • General Nazgrim now gains 2 Rage for each target struck by Heroic Shockwave's Aftershocks (down from 3 Rage).
      • General Nazgrim now gains 2 Rage from Kor'kron Banner (down from 3 Rage).
      • Kor'kron Warshaman's Earth Shield now heals for 2% of maximum health (down from 5%).
      • Kor'kron Warshaman's Empowered Chain Heal now heals for 4% of maximum health (down from 10%)."
  • Mists of Pandaria Patch 5.4.0 (2013-09-10): Added.


External links