Warlord Zon'ozz



Warlord Zon'ozz is the second boss (or third if Yor'sahj the Unsleeping is killed first) to appear in the Dragon Soul raid.

World first heroic kill on 25-man achieved 6.12.2011 by Blood Legion - US-Illidan.

Adventure Guide
''Countless ages ago, Warlord Zon'ozz and his soldiers waged endless war against the forces of C'Thun and Yogg-Saron. Millennia have passed, but the warlord still serves the chaotic might of the Old God N'Zoth. Deathwing has now unleashed this legendary faceless one to crush the defenders of Wyrmrest Temple.''

Abilities
Warlord Zon'ozz will enrage after 6 minutes of being engaged, except when under the Raid Finder difficulty.



In Heroic Difficulty, the awakening of the Maw of Go'rath causes many different types of tentacles to emerge and attack the players.
 * Eye of Go'rath
 * Claw of Go'rath
 * Flail of Go'rath
 * Flail of Go'rath
 * Flail of Go'rath


 * Notes

Strategy
Separate into one squad of melee and one squad of ranged. These two squads will be responsible for preventing the Void of the Unmaking from hitting the walls (or the boss prematurely).

Phase 1
At the pull, the tank should face the boss toward ranged DPS. The boss will spawn the Void of the Unmaking in front, so facing him towards ranged causes it to spawn near ranged. Immediately after this happens, the tank should rotate the boss to face him away from the raid, because a Psychic Drain will soon blast any players (hopefully just the tank) in a cone in front of the boss.

Disrupting Shadows should always be dispelled, but carefully. The victim must have enough health to survive the 60000 damage, and any other raid damage going on. The knockback caused by the dispel could throw players into the Void at an inopportune time.

While the Void is active, the raid should strive to make it bounce between ranged and melee. The Void should always be bounced by a team, since the damage is divided among nearby players, making the healing much less desperate. The more times it bounces, the more damage it does each time it collides with a player. When the collision damage is high enough to make the healers anxious, the tank should kite the boss into the path and melee should get out of the way and let the void strike the boss.

The Psychic Drain starts out as a moderately dangerous, but survivable, attack. As the boss stacks Focused Anger the Psychic Drain becomes more and more damaging until it can one-shot the tank. To cope with this, the tank must use a defensive cooldown in anticipation of the blast. Most squads trigger a black phase after the second Psychic Drain and before the third, so the tank should be ready to activate some cooldown before the second Psychic Drain at approximately 2 minute intervals.

Phase 2
When the Void collides with Zon'ozz, the boss loses his stacks of Focused Anger, and suffers a debuff which increases the damage he suffers from player attacks. Unfortunately, it also activates a variety of tentacles which attack the raid.

The raid should pile up to do AoE heals while the multitude of tentacles zap the raid. It common for each black phase to be mitigated by using one healer's cooldown. Druids use Tranquility ; Priests use Divine Hymn ; Paladins use Aura Mastery combined with Resistance Aura ; Shaman use Spirit Link Totem.

30 seconds after Zon'ozz is struck by the Void the battle will return to phase 1. Zon'ozz will generate another Void, so the tank should face him toward ranged DPS in anticipation. Once the void is spawned, point the boss away from raid to minimize the damage from Psychic Drain.

Repeat until the boss dies.

Heroic
The only major difference in Phase 1 is that when Disrupting Shadows is dispelled, the dispel effect (shadow damage and knockback) will not only happen to the targeted player, but to all players within 10 yards of the targeted player. Disrupting Shadows can therefore only be safely dispelled if the player is far away from other raid members; often, this will not be able to safely happen, and healers will simply have to heal through it.

Phase 2 is significantly changed. The tentacles which attack the raid become attackable; additionally, the Black Blood of Go'rath debuff deals damage based on stacks, which are only reduced when a tentacle is destroyed. Killing the tentacles therefore becomes a high priority for the raid.

The following table details the tentacle spawns:

The tank will need to need to move to the Claw, as it does massive raid-wide damage if not tanked. In 25-player mode, a plate wearer or feral druid in bear form should handle the second Claw -- it does not melee hard, so these players should be able to survive it.

Melee should burn the Flails down, as they spawn close to Zon'ozz and the Claw. Once the Flails are down, they should move to the Claw. Classes that can cleave or perform splash damage are at an advantage as they can spread damage to Zon'ozz (who would have followed the tank to the Claw).

The Eyes spawn on the edges of the room, and these are best handled by ranged to reduce travel times and allow more effective group healing. Shadow Gaze can be interrupted, but there is no cast bar for it, which makes interrupting difficult. In 25-player mode, ranged should also kill the second Claw.

If any tentacles are still alive when Phase 2 ends, ranged should quickly finish them off while melee focuses on Zon'ozz.

If the raid ends up taking the fight to a fourth Phase 2, they should ignore all tentacles and blow all cooldowns to bring Zon'ozz down before the enrage timer runs out.

Related achievements

 * Siege of Wyrmrest Temple
 * Dragon Soul Guild Run
 * Heroic: Warlord Zon'ozz
 * Ping Pong Champion

Quotes

 * Intro
 * yell
 * whisper


 * Aggro
 * yell
 * whisper


 * Disrupting Shadows
 * yell
 * whisper


 * yell
 * whisper


 * yell
 * whisper


 * Black Blood of Go'rath
 * yell
 * whisper


 * Void of the Unmaking
 * yell
 * whisper


 * Killing a player
 * yell
 * whisper


 * yell
 * whisper


 * yell
 * whisper


 * Death
 * yell
 * whisper