Under the command of Kael'thas Sunstrider, Pathaleon the Calculator summoned a powerful colossus to gather the arcane energies flowing from beneath the Mana Tombs. Tavarok has unexpectedly been transformed by the unique emanations, losing the red-tinged corruption of Pathaleon's influence. The white colossus has gained his own free will and uses it to greedily consume all who would stand in his way.
- Crystal Prison — Tavarok imprisons a player in crystal, inflicting 10% of their maximum health as Nature damage and stunning them for 5 sec.
- Earthquake — Tavarok causes an earthquake, inflicting Nature damage to all players within 0 yards and stunning them for 3 sec.
- Arcing Smash — Tavarok lashes out in a vicious arc, inflicting Physical damage to all players in front of him.
This is a straightforward tank-and-spank encounter requiring little to no mobility from the party. No special positioning is required except for possibly ranged and healing classes; they should attack and heal from as far away as possible.
Tavarok will occasionally cast Earthquake. This ability stuns players in a 35 yard radius from it while also inflicting approximately 800 physical damage every 1 second for 3 seconds. Ranged classes are able to out-range the ability. If necessary, step further out of range from Tavarok to bandage.
Tavarok will also cast Crystal Prison, which immobilizes a single target while dealing damage equal to 10% of that target's health every 1 second for 5 seconds; it has a 60 yard range and players should not attempt to out-range it. Party members should keep their health above 50% in the off-chance they are unable to receive heals. If the main healer is affected, then any extra healers, if available, should be ready to heal.
Tavarok retains the same abilities on Heroic mode as it does on Normal, but has Arcing Smash and deals more physical melee damage. Arcing Smash inflicts damage to players in a frontal cone in front of Tavarok. Excluding the tank, melee classes should attack from behind Tavarok to avoid the attack. Otherwise, the strategy is the same as on Normal.
Arcing Smash appears to have an extremely wide damage range; an appropriately-geared Warrior can take normal (non-crushing, non-critical) hits from it for over 11,000 damage! Be sure to keep the tank topped off as much as possible, and keep HOT effects up so that a sudden spike in damage does not cause them to die. Arcing Smash can be dodged and parried, and is mitigated by armor. If your tank does not have at least 12,000HP, you are at serious risk of being 1-shotted if you are unlucky.
- Patch 2.0.3 (2007-01-09): Added.