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The diferrence between the normal and the heroic difficulty, is a new ability that involves raid damage, plus an add the each individual that gets it has to handle it personally. But let's start over with the standard abilities.

 Triple Puncture: A brutal tri-horned strike that inflicts 600.000 Physical damage and increases the damage taken from Triple Puncture by 10% for 1.50min. This effect stacks.

Double Swipe: Horridon swings his massive head and tail to and fro, inflicting 462500 to 537500 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.
 
 Charge: Horridon charges at a random player, performing a Double Swipe once he reaches their location.


Dire Call: Horridon emits a powerful roar, inflicting 270000 Physical damage and increasing the melee attack     speed of all allies by 50%. The power of the Dire Call also summons forth a Direhorn Spirit.

Direhorn Spirit: Horridon's Dire Call awakens a Direhorn Spirit.

Dire Fixation: The Direhorn Spirit will fixate on a player. Only the fixated player can see or interact 
with the Direhorn Spirit.

Weak Link: The Direhorn Spirit's link to Pandaria is weak. Any attack made against a Direhorn Spirit  
will knock it back.
 
 
The Farraki
 
 
War-God Jalak will first call upon the aid of the Farraki tribe.

Sul'lithuz Stonegazer: Once called to action, Sul'lithuz Stonegazers pour from the Farraki tribal door until it is destroyed.

Stone Gaze: The Stonegazer gazes at the target, stunning them for 10 sec.
 
 
Farraki Skirmisher: Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.

Farraki Wastewalker: A total of three Farraki Wastewalkers will jump down from the arena stands once the Farraki are called to action.

Blazing Sunlight: The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 60000 Fire     
damage instantly and 10000 Fire damage every 1 sec for 30 sec.
                                     
Sand Trap: Summons a Sand Trap, which inflicts 46250 to 53750 Nature damage to nearby enemies every 1 sec and grows in size over time.


The  Gurubashi
 
War-God Jalak will call upon the Gurubashi tribe to enter the arena second.

Gurubashi Bloodlord: Once called to action, Gurubashi Bloodlords pour from the Gurubashi tribal door until it is destroyed.

Rending Charge: The Bloodlord charges at an opponent and strikes them, causing them to bleed for 
60000 Physical damage every 1 sec for 15 sec.

Gurubashi Venom Priest: A total of three Gurubashi Venom Priests will jump down from the arena stands once the Gurubashi are called to action.

Venom Bolt Volley: The Gurubashi Venom Priest unleashes a spray of vile toxins that inflicts 13875 to  16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.

Venomous Effusion: The Gurubashi Venom Priest can summon a Venomous Effusion.
 

Venom Bolt Volley: The Venomous Effusion unleashes a spray of vile toxins that inflicts 13875 to  
16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.   

Living Poison: When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living 
Poison inflicts 185000 to 215000 Nature damage to enemies within 4 yards every 1 sec and wanders around.


The Drakkari

War-God Jalak will call upon the Drakkari tribe to enter the arena third.

Risen Drakkari WarriorOnce called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.
Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe
left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Deadly Plague: Risen Drakkari spread a Deadly Plague when they strike players, inflicting 45000 Shadow damage every 3 sec for 5 min.
 
Risen Drakkari Champion: Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.
Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Deadly Plague: Risen Drakkari spread a Deadly Plague when they strike players, inflicting 45000 Shadow damage every 3 sec for 5 min.

Drakkari Frozen Warlord: A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.

Mortal Strike: A powerful blow inflicts 350% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.
 

Frozen Orb: Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 46250 to 53750 Frost damage and slowing movement speed by 20% for 2 sec.


The Amani

War-God Jalak will call upon the Amani tribe to enter the arena last.

Amani'shi Protector: Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.

Amani'shi Flame Caster: Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.

Fireball: Hurls a ball of fire at a random player, inflicting 138750 to 161250 Fire damage.
 

Amani Warbear: A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.

Swipe: The warbear swipes with its claws, inflicting 166500 to 193500 Physical damage to players in a 0-yard cone.

Amani'shi Beast Shaman: Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.

Chain Lightning: The Beast Shaman calls upon the spirits of the storms to inflict 120250 to 139750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.

Hex of Confusion: Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.

Lightning Nova Totem: Places a Lightning Nova totem that emits a pulse of lightning every 3 sec, inflicting 370000 to 430000 Nature damage to enemies within 8 yards.
 

The Zandalari

War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.
 
Zandalari Dinomancer: Zandalari Dinomancers will jump down into the arena periodically.

Dino-Mending: The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.

Dino Form: At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.

Orb of Control: When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.

Headache: Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.


Cracked Shell: Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.

War-God Jalak: After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.

Bestial Cry: War-God Jalak unleashes a savage cry, inflicting 100000 Physical damage to all players and increasing damage dealt by War-God Jalak by 25%. This effect stacks

Rampage: War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 50%.
 
 
 
Phase 1:
 
The encounter involves the boss summoning adds in each gate, that will have to be dealt with in order to procceed to phase 2.
Each gate has a set of important adds that have to be prioritized. The boss will also spawn Dinomancers that will help you move the boss to the next gate.
 
In the first gate the boss will spawn Stonegazers,Farraki Skirmishers,Farraki Wastewalkers.
The important adds in this gate are the Wastewalkers. They will cast some magic abilities at the raid that have to be dispelled, or else they will deal some damage. When the Dinomancer comes, you will have to bring him to 50% so that he spawns an orb, which you will have to click for the boss to charge on the gate, destroy it and move to the next one.
 
In the second gate the boss will spawn Gurubashi Bloodlords, Gurubashi Venom Priests. 
The important adds in this gate are the Venom Priests. They will cast some poison abilities to the raid that have to be dispelled, plus they will also spawn some poison zones on the ground that have to be avoided. Same goes as above, when the Dinomancer spawns he has to be DPS'd until 50% for the orb to spawn and the boss to move on to the next gate.
 
In the third gate the boss will spawn Risen Drakkari Warriors,Champions and Frozen Warlords.
The important adds in this gate are the Risen Frozen Warlords. They will spawn Frozen Orbs on the ground that have to be avoided at all costs because they will deal a good amount of damage to whoever stands near them. When the Dinomancer comes, focus him and procceed to the final gate.
 
In the final gate the boss will spawn Amani'shi Protectors, Flame Casters, Amani Warbears and amani'shi Beast Shamans.
The important adds in this gate are the Beast shamans. They will cast curses on the raid, that have to be dispelled, along with Lightning Nova totems on the ground that have to be avoided as well. The raid will have to be somewhat spread at this point, because the Beast Shamans also cast chain lightning.
 
After Horridon reaches 30%, phase 2 will come.
 
Phase 2:
 
When Horridon reaches 30% he will summon the other mini/secondary boss called War-God Jalak.
He will often cast an AoE ability dealing damage to the raid, that will stack the more casts are happening. Therefore, you have to kill him before moving on killing Horridon.
After he dies, he will buff Horridon with a 50% increase on damage done, and attack speed.
After that, it's only Horridon left and when you kill him you will be done with the encounter.
 
What differs from normal mode:
 
At certain points, Horridon will cast an AoE ability called Dire Call. The raid will take some damage and adds will spawn.(called Direhorn Spirits)
A random player will be fixated by this add, and when it reaches him, the player will die. This add is only visible by the player that is fixated and it can be knocked away when you deal damage to it. DoT effects don't work, only direct damage.
 
 
 
 
 
Tanks: 2
 
The standard main tank and off-tank combination  to deal with the taunt rotation.
 
Healers: 6
 
A safe mix of healers that can dispel poison/magic/curse effects is ideal for this encounter. Having strong AoE raid healing is a plus.
 
DPS: 17:
 
A combination of multi-dotting classes is very strong in this fight. Warlocks,Shadow Priests,Moonkins will deal the most damage, due to the big amount of adds during the encounter.
 
 
 
  Shadow Priest (Artzie)
 
Choose Twist of Fate for this fight, it's uptime will be very high due to the amount of adds dieing throughout the whole encounter. You can also choose between Halo and Cascade, personally i prefer Halo.If you get focused by a Direhorn Spirit, cast a SW: Pain on it occassionally for it to be knocked away.Place your dots accordingly, and follow the priority on the adds for each gate.

  Resto Shaman (Sonie)
 
Decurse, decurse, decurse!!!!
When you get your pink dinosaur put Searing Totem and Flame Shock ur dino and the totem will deal with it.
Make sure everyone stands in your Healing Rain in the last phase so they get the bonus hp to survive the AoE.

  Warlock (Sparkuggz)
 
Destruciton and Affliction is viable on this boss. You wan't to try to keep dots running on Horridon at all times if you want to keep your DPS up, but during progress be sure to focus your main DPS into the adds at all times. Destruction with Mannoroth's Fury and Fire and Brimstone can help destroy the adds fast, and as Affliction you can multi dot endlessly. Use a pet (Fel Imp) to keep your Dire Beast off you, be sure to call your pet back now and then so it wont despawn.

  Rogue (Noxe)
 
Combat is stronger on adds but assassination will perform better in phase 2 so you should spec whatever you find more helpful. Feint works against Double Swipe, Dire Call, Sand Trap, Living Poison, Lightning Nova Totem and Bestial Cry. CoS removes all non-physical debuffs. CoS glyph reduces damage of physical attacks (Double Swipe, Dire Call, Bestial Cry etc). Use Smoke Bomb rotation in phase 2 to reduce raid damage taken.
 
Glyphs:
1) Vendetta/adrenaline rush
2) Deadly momentum (combat)
3) CoS/Sprint/Feint
 
Talents:
Anticipation (assassination), marked for death (combat)
Shadowstep
Cheat death
Shadow focus

  Death Knight (Razie)
 
- Unholy is probably the best spec to go
- Saving army is a good way to gain plenty of extra dps at the end of the fight
- Make sure you focus the adds  while they are up , going rolling blood helps spreading diseases


  Hunter (Rogerbrown)
 
1) Use Barrage instead of Glaive Toss.
2) Place the adds you are hitting between yourself and your Direhorn Spirit. That way whenever the direhorn reaches the adds that you are dpsing you can Multi-Shot/Explosive Trap/Barrage it back.