BossHydromancer Thespia
Image of Hydromancer Thespia
Gender Female
Race Naga (Humanoid)
Level Steam Vaults Elite
Resource Mana
Reaction Alliance Horde
Affiliation(s) Coilfang tribe
Occupation Hydromancer
Location Steam Vaults, Coilfang Reservoir
Status Killable

Hydromancer Thespia
Mekgineer Steamrigger
Warlord Kalithresh


Other Coilfang Reservoir instances

Hydromancer Thespia is the first boss of The Steamvault in Coilfang Reservoir.

Adventure Guide

At the height of the night elf empire, the Highborne Thespia delighted in art and music. Her love of these things vanished during the Great Sundering, when she and many of her kin were sucked into Azeroth's deeps and transformed into hateful naga. In the millennia that followed, Thespia remained a close confidant of her childhood friend, Lady Vashj. Without hesitation, she journeyed with her comrade to Zangarmarsh and vowed to oversee the naga's quest to drain the region's water supply.


  • Spell nature cyclone.png  Enveloping Winds Magic Effect — Hydromancer Thespia surrounds a player with a cyclone, stunning them for 6 sec.
  • Spell nature callstorm.png  Lightning Cloud — Hydromancer Thespia creates a cloud of lightning at a player's location that lasts for 14 sec., inflicting 1575 to 2025 Nature damage every 2 seconds.
  • Ability suffocate.png  Lung Burst Magic Effect — Hydromancer Thespia compresses a player's lungs, inflicting 602 to 698 Physical damage every 2 sec for 10 sec.
  • Coilfang Water Elemental — Two Coilfang Water Elementals defend Hydromancer Thespia in battle.
    • Spell frost frostbolt.png  Water Bolt Volley Interruptible — Coilfang Water Elementals hurl a volley of watery bolts at all nearby players, inflicting 24 to 29 Frost damage.


Hydromancer Thespia is accompanied by two water elemental adds: Coilfang Water Elemental, each with around 16,000 HP. The elementals can be banished. They have a volley spell that deals approximately 900 frost damage. The adds should be killed before DPS begins on Thespia. They can be brought outside of the room where Thespia resides to avoid her attacks. As of 2.1.0, the elementals will now despawn once Thespia herself dies.

Thespia will occasionally cast a Lightning Cloud which deals a large amount of nature damage per second when underneath the cloud. Typically if you're under the cloud for more than 2 or 3 seconds, you will die. Run from the cloud to avoid taking damage. The cloud will not always be cast on the tank (regardless of aggro), so healers and ranged DPS must be ready to move if the cloud is cast above them. She tends to cast the cloud on groups of people, so keep everyone spread out as best as you can. If you have a lot of melee, expect the tank to have to kite her around the room a lot. Nature resistance gear and potions can help mitigate any mistakes, but by and large you should seek to avoid getting hit at all.

Thespia's other ability puts the debuff Enveloping Winds on a player. This prevents the player from being able to move, which can be especially deadly when caught beneath a Lightning Cloud. (As a bear tank, I've only had this happen to me once in the time it took me to get exalted with Cenarion Expedition. Needless to say, we wiped.)

If your tank or healer goes down and you want to save a total wipe, you can drop down on the small ledge to the right of the top of the ramp leading to her room and run around out of LOS. She will stand there a little bit and then reset, saving you a walk back or running all the way to the instance door with her chasing you.


In Heroic mode, the elemental's waterbolt volley does approximately 1900 damage. DPS must be quick to kill the adds. The elementals can be stunned, significantly reducing the amount of damage taken before they are killed. You can also counterspell, bash, etc. their volleys. Also, Thespia casts 2 clouds at once.

A warlock, although not required, makes this boss fight trivial (especially in Heroic, when the adds melee cloth for 1.5-2k). Repeatedly banish one add and chain-fear the other while the rest of the party burns her down.

Alternatively, a sufficiently group may choose to kill the two adds first, especially if a reliable crowd controller is not available for the fight. The tank of the group can either hold all three mobs (which will put a severe strain on healing) while the adds are burned down, or the tank can hold one add and the Hydromancer while the group either kites and kills the second add, or has a hybrid melee class tank and kill the second add.

Another strategy uses a hunter to kite Thespia. Have the hunter park his pet as far away as possible - for example in the water on the far wall of the cavern - misdirect Thespia to the pet, and after Thespia kills the pet, the hunter kites Thespia to the entrance. This gives the group more than enough time to burn down the water elementals, and then fight Thespia by herself. Note: Thespia does not always seem to go for the hunter after killing the pet; however, if the pet is stationed such that Thespia takes a detour to get to the ramp, just the pet can provide enough time to down at least one of the water elementals. The warrior will need to pick up Thespia on the way back while the rest of the party finishes off the second water elemental if necessary.

The Vial of Underworld Loam for the quest Underworld Loam will not drop in heroic mode.


Normal-only drops
Normal and Heroic drops
Heroic-only drops


  • The depths will consume you!
  • Meet your doom, surface dwellers!
  • You will drown in blood!
Lightning Cloud
Enjoy the storm, warm bloods!
Killing a player
  • To the depths of oblivion with you!
  • For my Lady and Master!
Surge forth, my pets!
Our matron will be... the end of you.


Patch changes

External links