Paragons of the Klaxxi

Paragons of the Klaxxi is the thirteenth and penultimate boss encounter of Siege of Orgrimmar.

Adventure Guide
''The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient creator to the iron halls beneath Orgrimmar.''

Encounter Design
''After mopping up the August Celestials on the Timeless Isle and “freeing” the Fallen Golden Lotus Protectors from their eternal torment, our intrepid heroes soon come upon the Klaxxi Paragons. Go figure. In any case, players who have achieved Exalted with the Klaxxi faction and paid close attention during the tour of their sacred underground chamber probably saw this one coming.''

Overview
Three Klaxxi Paragons join the fight at the beginning of the encounter, while the remaining six observe the action from perches above. Each time a Klaxxi Paragon is defeated, any other active Paragons heal to full and the next Klaxxi Paragon leaps down to join the fight. The encounter ends when all nine have been defeated.

[[file:Dps_icon.png]] Damage Dealers

 * Defeat the Blood oozes summoned by Skeer's Bloodletting before they can reach their target.
 * After Hisek Aims, he Fires, dealing massive damage split among all players in a line with the target.
 * When Korven is active, break the shell created by Encase in Amber or the targeted Paragon will be healed.
 * Kaz'tik's Hungry Kunchongs instantly devour anyone who touches them, except when feeding on a Mesmerized player.

[[file:Healer_icon.png]] Healers

 * Rik'kal's Amber Parasites fixate on different players and deal heavy damage via Feed.
 * After Hisek Aims, he Fires, dealing massive damage split among all players in a line with the target.
 * Kaz'tik's Hungry Kunchongs instantly devour anyone who touches them, except when feeding on a Mesmerized player.

[[file:Tank_icon.png]] Tanks

 * Rik'kal's Injection fails if you have an active mitigation ability in effect, and only spawns Parasites if Rik'kal is still alive when Injection expires.
 * Skeer and Rik'kal must be tanked by separate players, as must Xaril and Kil'ruk, as each Paragon afflicts a vulnerability to the other's attacks.
 * When a Hungry Kunchong reaches full Energy it will Molt and mature into a large kunchong that must be tanked.

Skeer the Bloodseeker
Skeer the Bloodseeker uses two primary abilities: Hewn/Bloodletting.

Rik'kal the Dissector
Rik'kal the Dissector uses three primary abilities: Genetic Alteration/Injection. In Heroic Difficulty, Rik'kal the Dissector also uses the following ability: Mutate: Amber Scorpion.
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Hisek the Swarmkeeper
Hisek the Swarmkeeper uses two primary abilities: Shoot/Aim.

Ka'roz the Locust
Ka'roz the Locust uses two primary abilities: Flash/Hurl Amber.

Korven the Prime
Korven the Prime uses two Primary abilities: Encase in Amber/Shield Bash.

Iyyokuk the Lucid
Iyyokuk the Lucid uses two primary abilities: Diminish/Insane Calculation. In addition, Iyyokuk the Lucid uses Calculate when he enters the fight.

Kaz'tik the Manipulator
Kaz'tik the Manipulator uses two primary abilities: Sonic Projection/Mesmerize. In addition, Kaz'tik will summon his Hungry Kunchongs when he joins the fight.

Kil'ruk the Wind-Reaver
Kil'ruk the Wind-Reaver uses three primary abilities: Exposed Veins/Gouge/Reave.

Strategy
Over the course of the fight, you will have to fight nine paragons, three at a time. Each time a paragon is killed, a new one will show up to take his place. Whenever this happens, all active paragons will be healed to full health, so don't bother with cleaving, multidotting, or AoE attacks.

Activation Order
The first three paragons will be:
 * Skeer the Bloodseeker
 * Rik'kal the Dissector
 * Hisek the Swarmkeeper

As the paragons are killed, they will be replaced in this order:
 * Ka'roz the Locust
 * Korven the Prime
 * Iyyokuk the Lucid
 * Xaril the Poisoned Mind
 * Kaz'tik the Manipulator
 * Kil'ruk the Wind-Reaver

Kill Order
On the pull, have one tank pick up Skeer and the other tank pick up Rik'kal. Hisek cannot be tanked and should be left in the center of the room.

The raid will want to either kill Skeer first and Rik'kal second, or vice versa. This depends on the Rik'kal tank's ability and confidence to let Injection fall off via active mitigation (it is not possible for the Skeer and Rik'kal tanks to taunt-switch due to debuffs applied by one that amplify the other's attacks). If the Rik'kal tank can cause Injection to fall off, kill Skeer first and Rik'kal second, otherwise kill Rik'kal first and Skeer second. While Skeer is up, DPS will need to take out the blood creatures as a top priority, and the tank on the kill target will need to kite his boss away from the bloods. Hisek will meanwhile be periodically casting Aim, which requires raid members to stand in a line between Hisek and the Aim target to split the damage.

Once the first of Skeer or Rik'kal is defeated, Ka'roz will join the fight. The raid will need to spread out to avoid Flash/Whirling and dodge the amber pools. Ka'roz is generally not problematic and will be kept alive for a long time.

Once both Skeer and Rik'kal have been taken out, Korven will join the fight. Due to his Encase in Amber ability, Korven should be taken out immediately. Bloodlust/Heroism/Time Warp should be used to break the amber that Korven will cast on himself at 50% and to then kill Korven because he can cast it on himself again. The Korven tank needs to face him away, and may need the other tank to taunt Korven if the Shield Bash/Vicious Assault combination is problematic.

Iyyokuk will join the fight once Korven is dead. Raid members affected by Insane Corruption: Fiery Edge must run away from the raid and from each other, and the rest of the raid must avoid the fiery lines. Healers must keep the raid above 25%, otherwise Diminish will one-shot people under 25%. However, the raid will be killing Hisek at this point, as his Aim damage will now be dangerously high.

Once Hisek dies, Xaril will join the raid. Kill him immediately. Anyone with the Blue catalyst should find a raid member to stack on who doesn't have the Blue catalyst. The raid will need to react accordingly to the catalysts when Toxic Injection is cast: spread from red, blue will find a non-blue friend to stack on, and yellow will need to place the void zones away from the raid. Xaril should only get one Toxic Injection off before he dies. The Xaril tank will need to drop Caustic Blood if it nears 10 stacks, either through active mitigation (preferred) or via a tank swap.

Kaz'tik will land next, and should also be immediately killed. Raid members should not stand anywhere near the Kunchongs, and ranged must immediately switch to the designated Kunchong whenever Mesmerize is cast. If a Kunchong becomes Mature, have a tank pick it up, and DPS should switch to it straight away. Players must make sure that other players are not in a line between them and the boss due to Sonic Projection.

Kil'ruk will be the last to land, and the encounter will be basically won at this point if the raid is ahead of the enrage timer; Death from Above is easily avoidable if the raid is spread out, and the Gouge/Mutilate combo simply requires tank and healer preparation and co-ordination. However, the tank previously on Xaril must not pick Kil'ruk up if he still has his Xaril stacks on him, and should always leave Kil'ruk to his co-tank. The raid should first kill Iyyokuk to reduce raid damage, then Ka'roz due to him being active for nearly the entire fight (and having a large damage increase by this point), then Kil'ruk last.

Paragon Buffs
Each Paragon will, when defeated, grant a role-specific buff to the first person of the correct role that interacts with the Paragon's corpse. These buffs should be used, as their use will make the encounter easier. Only one player may pick up any one Paragon's buff, and a player that has already picked up a Paragon buff may not pick up another.

The buffs granted by each Paragon are ordered in the recommended kill order above, and are as follows:

Achievement: Now We are the Paragon
The achievement Now We are the Paragon is earned individually and simply requires players to pick up three separate Paragon buffs. Since a player can only pick up one Paragon buff per kill, earning this achievement will take a minimum of three raid lockouts.

Related Achievements

 * Downfall
 * Mythic: Paragons of the Klaxxi
 * Now We are the Paragon
 * Siege of Orgrimmar Guild Run

Quotes

 * Intro
 * yell
 * yell
 * yell
 * yell
 * yell
 * yell
 * yell
 * yell
 * yell

Hisek the Swarmkeeper

 * Aggro
 * yell


 * Killing a player
 * yell


 * Aim
 * yell
 * yell


 * Wipe
 * yell


 * Death
 * yell

Rik'kal the Dissector

 * Aggro
 * yell


 * Killing a player
 * yell


 * Mutate Amber Scorpion
 * yell
 * yell


 * Wipe
 * yell


 * Death
 * yell

Skeer the Bloodseeker

 * Aggro
 * yell


 * Killing a player
 * yell


 * Bloodletting
 * yell


 * Wipe
 * yell


 * Death
 * yell

Ka'roz the Locust

 * Aggro
 * yell


 * Killing a player
 * yell


 * Flash
 * yell
 * yell
 * yell


 * Wipe
 * yell


 * Death
 * yell

Korven the Prime

 * Aggro
 * yell


 * Killing a player
 * yell


 * Encase in Amber
 * yell


 * Wipe
 * yell


 * Death
 * yell


 * Unused quote
 * The amber protects us.

Iyyokuk the Lucid

 * Aggro
 * yell


 * Killing a player
 * yell


 * Calculate
 * yell
 * yell
 * yell


 * Wipe
 * yell


 * Death
 * yell

Xaril the Poisoned Mind

 * Aggro
 * yell


 * Killing a player
 * yell


 * Choose Catalyst
 * yell
 * yell


 * Wipe
 * yell


 * Death
 * yell

Kaz'tik the Manipulator

 * Aggro
 * yell


 * Killing a player
 * yell


 * Devour
 * yell


 * Wipe
 * yell


 * Death
 * yell


 * Unused quote
 * Your mind has grown weak since we last met.

Kil'ruk the Wind-Reaver

 * Aggro
 * yell


 * Killing a player
 * yell


 * Death from Above
 * yell


 * Wipe
 * yell


 * Death
 * yell


 * Unused quote
 * Better drop!

Trivia

 * Originally, the order in which Klaxxi Paragons would join the fight changed each week, but remained the same for the duration of that raid week. You could only tell which Paragon would join the fight next by looking for which ones were Ready to Fight.  It was probably determined by Blizzard that a random order was too punishing, especially to players just learning the encounter, and likely highly difficult on heroic just to get through it each week, and so a set order was established.
 * "I am a leaf on the wind!" and "Watch how I soar!" are heard in the film Serenity.
 * "I see many threes repeating..." is a concept along the lines of threefold repetition or possibly a repeating decimal.
 * This is likely also a reference to the Leeroy Jenkins video.