Horridon

Horridon is the second boss encounter in the Throne of Thunder. It is a giant direhorn empowered by the Zandalari Beast Ward as an instrument of war, similar to Oondasta. The battle consists of battling the various troll tribes of Azeroth as much as the boss.

Adventure Guide
''The Zandalari brought powerful creatures with them to the Isle of Thunder to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.''

Encounter Design
''Trolls love dinosaurs, so it’s only fitting that the most advanced and powerful troll tribe should have the largest and most powerful dinosaurs. The overall structure of this encounter recalls past fights like Lady Deathwhisper or M’uru, where players must keep up with waves of lesser (but still threatening) minions while managing the boss, before turning their attention directly to him in the later stages of the fight.''

Spells and abilities








The Farraki
War-God Jalak will first call upon the aid of the Farraki tribe.






 * {{abilities|Blazing Sunlight|The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 50,000 (: 75,000) Fire damage instantly and 10,000 {{{Alert|Heroic}}: 15,000) Fire damage every 1 sec for 30 sec. 2 sec cast|type=magic|image=ability_mage_firestarter|}}
 * {{abilities|Sand Trap|Summons a Sand Trap, which inflicts 107,500 ({{Alert|Heroic}}: 215,000) Nature damage to nearby enemies every 0.5 sec and grows in size over time.|type=deadly|image=inv_misc_volatileearth|}}
 * {{abilities|Sand Trap|Summons a Sand Trap, which inflicts 107,500 ({{Alert|Heroic}}: 215,000) Nature damage to nearby enemies every 0.5 sec and grows in size over time.|type=deadly|image=inv_misc_volatileearth|}}

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





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




 * {{abilities|Deadly Plague|Risen Drakkari spread a Deadly Plague when they strike players, inflicting 15,000 (LFR: 10,000 /: 22,500} Shadow damage every 3 sec for 5 min.|type=disease|image=spell_nature_nullifydisease|}}
 * {{abilities|Deadly Plague|Risen Drakkari spread a Deadly Plague when they strike players, inflicting 15,000 (LFR: 10,000 /: 22,500} Shadow damage every 3 sec for 5 min.|type=disease|image=spell_nature_nullifydisease|}}
 * {{abilities|Deadly Plague|Risen Drakkari spread a Deadly Plague when they strike players, inflicting 15,000 (LFR: 10,000 /: 22,500} Shadow damage every 3 sec for 5 min.|type=disease|image=spell_nature_nullifydisease|}}


 * {{abilities|Mortal Strike|A powerful blow inflicts 300% (LFR: 200% /{{Alert|Heroic}}: 400%) weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.|type=healer|image=ability_warrior_savageblow|}}
 * {{abilities|Mortal Strike|A powerful blow inflicts 300% (LFR: 200% /{{Alert|Heroic}}: 400%) weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.|type=healer|image=ability_warrior_savageblow|}}

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









The Zandalari
War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.



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.





Strategy
The battle with Horridon is mostly of an Add fight. Horridon's health is too high to hope to kill normally and beat the enrage timer. Thus, Horridon must be forced into the walls of the arena, which will give him a stacking damage debuff which will allow the raid to gradually bring his health down.

The raid must battle the four troll tribes who enter the arena after the previous one has been defeated. First the Farraki sand trolls enter, then the Gurubashi jungle trolls, followed by the Drakkari frost/undead trolls, and finally the Amani forest trolls. After battling a given tribe for a minute, a Zandalari Dinomancer will enter the arena and attempt to heal Horridon, which should be interrupted. At half health, the dinomancer will shapeshift into a devilsaur, dropping an Orb of Control. Any player can take up the orb, immediately forcing Horridon into the gate spawning the trolls, stopping the adds from that tribe from spawning and giving Horridon the Cracked Shell debuff, plus stunning him for 10 seconds. After dps'ing Horridon a bit more, the raid should move to the next door and be ready.

Horridon

Horridon will periodically cast Double Swipe, using his horns and his tail to sweep anyone directly in front or behind him. Melee dps should use general "Dragon" rules and stay to his side. He will also charge random raid members and follow up with another Double Swipe. Because of this, ranged should be ready to move quickly when Horridon charges them. The tanks should be fine switching after every destroyed door to keep the Triple Puncture stacks low, but some may want to switch sooner depending on gear level.

The Tribes

The Farraki are generally considered the easiest of the four tribes. Skirmishers are easily dps'ed down. The basilisks should be interrupted/stunned whenever they attempt to cast their stone gaze. Frarraki Wastewalkers are the most dangerous as they shoot Blazing Sunlight, a magic DOT, at several members of the raid at a time and should be given priority behind the Dinomancer.

The Amani Bloodlords, similar to their namesake, charge and cut random raid members, applying a bleed. The Venom Priests have priority for their Venom Bolt Volleys stack and can create serious raid damage if left uninterrupted. Living Poison pools should be stayed away from.

The Drakkari are challenging as their forces include both powerful warlords and undead Death knights. The Drakkari Frozen Warlords hit hard with Mortal Strike and create Frozen Orbs similar to Frost Mages which should be avoided. Risen Drakkari place a stacking Deadly Plague on whomever they attack, which should be dispelled. The Frozen Warlords.

The Amani bring a large threat in the form of their Zandalari Warbears/Beast Shamans. The bears have powerful melee attacks and the shamans wield powerful elemental spells including Chain Lightning and Lightning Totems. The Amani Flamecaster's fire spells and the Beast Shaman's Chain Lightning spells can be reflected at their casters.

Phase 2

After Horridon has been hit with 4 stacks of Cracked Shell, the DPS should clean up any remaining adds and go to town on Horridon until War-God Jalak enters the Arena, after which the raid should switch to him. If Jalak is not killed fast enough, his Bestial Cry buff will eventually allow him to kill the tanks. Now is the time to use Bloodlust and any other cooldowns available. Once Jalak is dead, Horridon will gain a minor increase in damage and should be finished off quickly.

Related Achievements

 * Last Stand of the Zandalari
 * Heroic: Horridon
 * Cretaceous Collector
 * Throne of Thunder Guild Run

Quotes

 * Intro
 * yell
 * yell
 * yell


 * Calling the Troll Empires
 * yell
 * yell
 * yell
 * yell


 * Enters the Arena
 * yell


 * Kills a Player
 * yell


 * Death
 * yell

Notes and trivia

 * When you see a hurricane coming, you get out of the way. Horridon would fight the hurricane and win.
 * Horridon's hide is harder than some plate armor.
 * Horridon is tameable by hunters of any specialization as of patch 8.2.0. As he counts as a direhorn, the Ancient Tome of Dinomancy is required to tame him.

10-man Normal

 * - Ele Shaman POV

10-man Heroic

 * - Mistweaver Monk PoV

25-man Heroic

 * - Mage, Vent, Boss Voice, Game Sounds