For his story and original appearance on Yojamba Isle, see Jin'rokh the Breaker.
BossJin'rokh the Breaker
Image of Jin'rokh the Breaker
Gender Male
Race Dire troll (Humanoid)
Level ?? Boss
Reaction Alliance Horde
Location Overgrown Statuary, Throne of Thunder[59.5, 29.8]
Status Killable
Throne of Thunder

Jin'rokh the Breaker
Council of Elders
Durumu the Forgotten
Dark Animus
Iron Qon
Twin Consorts
Lei Shen
Ra-den (Heroic only)



Jin'rokh the Breaker is the first boss encounter in the Throne of Thunder.

Adventure Guide

When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari trolls with power beyond their wildest dreams. The berserker Jin'rokh was one of the first to receive the King's blessing, and even though Lei Shen's gifts nearly tore his body apart, the troll is now capable of calling the fury of the storm in battle.

Encounter Design

Long-time players may remember this guy as one of the Zandalari berserkers living on Yojamba Isle in Stranglethorn Vale, back when the Zandalari were our friends. He was a quest giver in the assault on the original 20-player Zul'Gurub. He was a huge brute to begin with, but he’s been imbued with even greater power by the Thunder King. He crackles with electricity, using both his raw strength and channeled lightning to destroy his enemies.[1]

Spells and abilities

  • Ability warrior throwdown.png  Thundering Throw Tank Alert —  Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243,750 to 256,250[Notes 1] Physical damage. Additionally inflicts 103,500 to 115,500[Notes 1] Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.
  • Inv elemental primal water.png  Conductive Water Important — When Jin'rokh destroys a statue with Thundering Throw, water pours forth, forming a growing pool at its feet. These pools are essential to the battle, empowering players with Fluidity, but also making them particularly susceptible to Nature damage through conduction.
    • Inv misc volatilewater.png  Fluidity Important —  All players standing in Conductive Water receive Fluidity, granting 40%[Notes 2] increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 50%[Notes 2] increased Nature damage.
    • Spell shaman staticshock.png  Conduction —  Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
  • Warrior talent icon thunderstruck.png  Static Burst —  Jin'rokh the Breaker performs a quick strike, dealing 52,250 to 57,750[Notes 3] Nature damage to all players. After 3 sec., this applies 10 stacks of Static Wound to his current target.
    • Spell nature purge.png  Static Wound Tank Alert —  Jin'rokh the Breaker statically constricts the target, inflicting 15,000[Notes 4] Physical damage per stack when taking melee attacks. This effect stacks but dissipates gradually while not in Conductive Water.
  • Ability vehicle electrocharge.png  Focused Lightning Important —  Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 121,875 to 128,125[Notes 5] Nature damage to all players within 5 yards. This orb also pulses 50,000 Nature damage every half second to other players within 5 yards.
    • Spell shaman staticshock.png  Conduction —  Focused Lightning Detonation damage travels through Conductive Water, inflicting 58,500 to 61,500[Notes 6] Nature damage to players standing in Conductive Water.
    • Spell nature stormreach.png  Lightning Fissure —  If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 39,187 to 43,312[Notes 7] Nature damage every 1 second to players within 3 yards.
      • Spell shaman staticshock.png  Conduction —  A Lightning Fissures contacts a Conductive Water, removing the Lightning Fissures and inflicting 38,000 to 42,000[Notes 8] Nature damage to players standing in that Conductive Water.
      • Spell nature lightningoverload.png  Implosion Deadly —  A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 90,250 to 99,750[Notes 9] Nature damage to all players. This effect leaves targets vulnerable, increasing damage taken from Implosion by 10%
    • Ability vehicle electrocharge.png  Violent Detonation Deadly —  The Focused Lightning detonates violently inside Electrified Water, inflicting 712,500 to 787,500 Nature damage to all players within 5 yards.
  • Spell shaman thunderstorm.png  Lightning Storm —  Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 36,575 to 40,425[Notes 10] Nature damage to all players every second for 15 sec. Furthermore, the Lightning Storm electrifies Conductive Water.
    • Spell nature unrelentingstorm.png  Electrified Waters Important — Jin'rokh the Breaker's Lightning Storm permanently infuses the Conductive Water with storm energies, removing Fluidity and inflicting 19,250[Notes 11] Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 50%[Notes 11] increased nature damage.
    • Warrior talent icon thunderstruck.png  Lightning Strike Heroic Difficulty — Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 390,000 to 410,000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 195,000 to 205,000 Nature damage to all players in a line.
  • Spell nature callstorm.png  Ionization Heroic Difficulty Magic Effect —  Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 450,000 Nature damage to players within 8 yards when dispelled or duration expires.
    • Spell shaman staticshock.png  Conduction Deadly —  Ionization damage travels through Conductive Water, inflicting 450,000 Nature damage to players standing in Conductive Water.

Damage notes

  1. ^ a b Thundering Throw initial damage:
    • 10: 243,750-256,250
    • 10H: 316,875-333,125
    • LFR: 243,750-256,250
    • 25: 201,093-211,406
    • 25H: 475,312-499,687

    Thundering Throw splash damage:
    • 10: 190,000-210,000
    • 10H: 247,000-273,000
    • LFR: 104,500-115,500
    • 25: 190,000-210,000
    • 25H: 247,000-273,000
  2. ^ a b Fluidity increased healing taken:
    • 10: 40%
    • LFR: 60%
    • 25: 40%

    Fluidity increased Nature damage taken:
    • 10: 80%
    • 10H: 100%
    • LFR: 50%
    • 25: 80%
    • 25H: 100%
  3. ^ Static Burst damage:
    • 10: 95,000-105,000
    • 10H: 123,500-136,500
    • LFR: 52,250-57,750
    • 25: 95,000-105,000
    • 25H: 123,500-136,500
  4. ^ Static Wound damage:
    • 10: 20,000
    • 10H: 26,000
    • LFR: 15,000
    • 25: 20,000
    • 25H: 26,000
  5. ^ Focused Lightning initial damage:
    • 10: 170,625-179,375
    • 10H: 221,812-233,187
    • LFR: 121,875-128,125
    • 25: 170,625-179,375
    • 25H: 221,812-233,187

    Focused Lightning damage pulse:
    • 10: 38,000-42,000
    • 10H: 49,400-54,600
    • LFR: 31,350-34,650
    • 25: 57,000-63,000
    • 25H: 74,100-81,900
  6. ^ Focused Lightning Conduction damage:
    • 10: 170,625-179,375
    • 10H: 221,812-233,187
    • LFR: 58,500-61,500
    • 25: 170,625-179,375
    • 25H: 221,812-233,187
  7. ^ Lighting Fissure damage:
    • 10: 47,000-52,000
    • 10H: 61,750-68,250
    • LFR: 39,187-43,312
    • 25: 71,250-78,750
    • 25H: 92,625-102,375
  8. ^ Lightning Fissure Conduction damage:
    • 10: 71,250-78,750
    • 10H: 92,625-102,375
    • LFR: 38,000-42,000
    • 25: 71,250-78,750
    • 25H: 92,625-102,375
  9. ^ Implosion damage:
    • 10: 237,500-262,500
    • 10H: 332,500-367,500
    • LFR: 90,250-99,750
    • 25: 237,500-262,500
    • 25H: 332,500-367,500
  10. ^ Lightning Storm damage:
    • 10: 66,500-73,500
    • 10H: 52,250-57,750
    • LFR: 36,575-40,425
    • 25: 66,500-73,500
    • 25H: 52,250-57,750
  11. ^ a b Electrified Waters damage:
    • 10: 35,000
    • 10H: 45,500
    • LFR: 19,250
    • 25: 35,000
    • 25H: 45,500

    Electrified Waters increased nature damage taken:
    • 10: 80%
    • 10H: 100%
    • LFR: 50%
    • 25: 80%
    • 25H: 100%


Players targeted by Focused Lightning must kite the lightning orb away from the group and let it hit them while not standing in any water or near any other lightning pools. Preferably they should probably kite it across the grates into the nooks on the sides of the room, as these are the most remote locations. When the ball of lightning hits the player it's chasing, it will leave a fissure on the ground. If another ball of lightning passes over an existing fissure, the raid will wipe. If the ball of lightning hits a player who is standing in a pool of water, the raid will probably wipe.

30 seconds into the fight, and every 90 seconds after that, Jin'rokh uses Thundering Throw to spawn a pool of Conductive Water in one corner of the room. The pool of water starts small and grows over time to eventually encompass a full quarter of the room. The ranged DPS and healers should typically move into the pool when attacking, as it increases healing and damage dealt. However, it also increases damage taken, so if keeping up with healing is a problem, move back to dry land.

Tanks should taunt back and forth each time Static Wound is applied. The tanks should not stand in the pool under any circumstance. Many of Jin'Rokh's attacks, if they hit someone in a pool of water, will carry across the water and hit everyone else in the pool as well.

If a pool of water expands to cover a lightning fissure made by the balls of lightning, everyone standing in the water takes damage once. It's impossible to keep this from happening, as the water keeps growing to eventually cover the entire room, but it's possible to get out of the water to avoid the damage. However, the damage is relatively minor and can be healed through. One strategy is to place the fissures in the alcoves behind the grates, as those are some of the last places where the water reaches, and neither players nor lightning orbs are in danger of accidentally passing over them. Players can then stay in the water for most of the fight but get out before it reaches the fissures.

When Jin'rokh winds up a Lightning Storm, get out of the water. All water that's appeared so far will become permanently electrified for the rest of the fight, but a new puddle will appear in about 30 seconds when the boss uses Thundering Throw again. The entire raid should gather together to make AoE healing easier, since Lightning Storm causes massive raid damage. This happens three times during the battle. Healers should use the best AoE heals they've got.

If the boss isn't killed by the fourth lightning storm, the entire room will be filled with electrified water and the raid will wipe. This occurs after six minutes.

Heroic mode

Once during each normal phase, Jin'rokh will target all the players but the tanks with Ionization, which leaves a magic debuff that deals high damage to the player and those nearby when the debuff wears off or is dispelled. Players can prevent the debuff from being applied if they use an immunity-to-magic ability at the moment the boss casts Ionization (e.g. rogue's Cloak of Shadows, death knight's Anti-Magic Shell, paladin's Divine Shield).

Players should never be dispelled or let the debuff drop off in the water, as doing so will deal lethal damage to all players in the conductive water (450k, doubled by the water to 900k) and cause a wipe. They must always be dispelled (or let the debuff expire) out of the waters.

On the Lightning Storm phase the sparks and pillars formed by Lightning Strikes mean the raid can no longer stack on the boss for heals. Instead, they will have to dodge the incoming sparks and use personal cooldowns or healthstones. An alternative strategy is to go to one of the nooks of the room to allow healers to top players off while also dodging the incoming sparks.

The fight rinses and repeats with Ionization being cast once per normal phase. The boss will go berserk 6 minutes in, just as the 4th Lightning Storm has finished and the whole room is filled with electrified water. Your raid must kill the boss before this happens.


Jin'rokh the Breaker
Item Type Description
 [Al'set's Tormented Leggings] (LFR · TF · H · H TF) Cloth leggings Caster DPS
 [Bracers of Constant Implosion] (LFR · TF · H · H TF) Plate bracers Physical DPS
 [Chestplate of Violent Detonation] (LFR · TF · H · H TF) Plate chest Physical DPS
 [Cloudbreaker Greatbelt] (LFR · TF · H · H TF) Plate belt Physical DPS
 [Drape of Booming Nights] (LFR · TF · H · H TF) Cloak Spirit
 [Fissure-Split Shoulderwraps] (LFR · TF · H · H TF) Cloth shoulders Caster DPS
 [Ghostbinder Greatboots] (LFR · TF · H · H TF) Mail boots Spirit
 [Infinitely Conducting Bracers] (LFR · TF · H · H TF) Leather bracers Spirit
 [Ionized Yojamban Carapace] (LFR · TF · H · H TF) Plate chest Caster
 [Jin'rokh's Dreamshard] (LFR · TF · H · H TF) Ring Caster DPS
 [Jin'rokh's Soulcrystal] (LFR · TF · H · H TF) Ring Tank
 [Lightning-Eye Hood] (LFR · TF · H · H TF) Leather helm Agility
 [Lightningweaver Gauntlets] (LFR · TF · H · H TF) Cloth gloves Caster DPS
 [Renataki's Soul Charm] (LFR · TF · H · H TF) Trinket Agility
 [Robes of Static Bursts] (LFR · TF · H · H TF) Cloth chest Spirit
 [Sign of the Bloodied God] (LFR · TF · H · H TF) Ring Agility
 [Soulblade of the Breaking Storm] (LFR · TF · H · H TF) One-hand sword Spirit
 [Spearman's Jingling Leggings] (LFR · TF · H · H TF) Mail leggings Agility
 [Static-Shot Shoulderguards] (LFR · TF · H · H TF) Mail shoulders Agility
 [Worldbreaker's Stormscythe] (LFR · TF · H · H TF) One-hand axe Strength
 [Soothsayer's Runes] Quest item Darkmoon Faire
Shared boss loot
Item Type Description
 [Abandoned Spaulders of Arrowflight] (LFR · TF · H · H TF) Mail shoulders Agility
 [Abandoned Spaulders of Renewal] (LFR · TF · H · H TF) Mail shoulders Caster
 [Bo-Ris, Horror in the Night] (LFR · TF · H · H TF) Polearm Strength
 [Darkwood Spiritstaff] (LFR · TF · H · H TF) Staff Agility
 [Do-tharak, the Swordbreaker] (LFR · TF · H · H TF) One-hand sword Strength
 [Forgotten Mantle of the Moon] (LFR · TF · H · H TF) Leather shoulders Agility
 [Forgotten Mantle of the Sun] (LFR · TF · H · H TF) Leather shoulders Caster
 [Fyn's Flickering Dagger] (LFR · TF · H · H TF) Dagger Agility
 [Greatsword of Frozen Hells] (LFR · TF · H · H TF) Two-hand sword Strength
 [Invocation of the Dawn] (LFR · TF · H · H TF) Two-hand mace Caster
 [Jerthud, Graceful Hand of the Savior] (LFR · TF · H · H TF) One-hand mace Spirit
 [Lost Shoulders of Fire] (LFR · TF · H · H TF) Cloth shoulders Caster DPS
 [Lost Shoulders of Fluidity] (LFR · TF · H · H TF) Cloth shoulders Caster
 [Lost Shoulders of Healing] (LFR · TF · H · H TF) Cloth shoulders Spirit
 [Miracoran, the Vehement Chord] (LFR · TF · H · H TF) Bow Agility
 [Nadagast's Exsanguinator] (LFR · TF · H · H TF) Dagger Caster DPS
 [Reconstructed Bloody Shoulderplates] (LFR · TF · H · H TF) Plate shoulders Tank
 [Reconstructed Furious Shoulderplates] (LFR · TF · H · H TF) Plate shoulders Strength
 [Reconstructed Holy Shoulderplates] (LFR · TF · H · H TF) Plate shoulders Caster
 [Tia-Tia, the Scything Star] (LFR · TF · H · H TF) Fist weapon Agility
 [Visage of the Doomed] (LFR · TF · H · H TF) Shield Tank
 [Zeeg's Ancient Kegsmasher] (LFR · TF · H · H TF) One-hand mace Agility

Related Achievements


The Thunder King give me power! Come! I show you!
I must break you!
Focused Lightning
Static Burst
Thundering Throw
Crush your bones!
Lightning Storm
I call the storm!
Killing a player
  • Weak!
  • So easy to break!
Bored. You die now.
How... you... beat me?



10-man Heroic




Patch changes

  • Warlords of Draenor Hotfix (2014-10-14): Jin'rokh the Breaker's Static Wound damage has been reduced to a more reasonable level in a post stat squish environment.
  • Mists of Pandaria Patch 5.2.0 (2013-03-05): Added.


External links