Kargath Bladefist, Warlord of the Shattered hand, honed his brutal skills as a slave in the ogres’ gladiatoral games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired “champions”. Fuelled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena, to teach you the true meaning of savagery.
Impale (Tank alert)
Kargath skewers an enemy, inflicting 39,529 Physical damage every 1 sec for 8 sec. If the target survives, they take increased damage from consecutive Impales.
With blinding speed, Kargath rushes random targets every 2 sec for 10 sec, doing 36,772 Physical damage to anyone within 7 yards.
Berserker Rush (Deadly)
Kargath cuts his way towards you dealing 125% weapon damage to all targets in front of him, as well as increasing his physical damage done by 15% every 2 sec for 20 sec. Kargath’s movement speed also increases by 25% every 2 sec for 20 sec.
Chain Hurl (Important!)
Kargath uses his chain to lash the 5 closest enemies and toss them into the arena’s stands.
Kargath uses Chain Hurl to toss raid members into the arena stands. Once in the stands, the raid members can attack the audience until either the Highmaul Sweeper knocks them out of the stands, or their corpse is thrown back into the arena.
Drunken Bileslingers appear in the stands and throw Mauling Brew into the arena.
Hurls a mug of vile Mauling Brew into the arena, doing 61,132 Nature damage on impact and leaves a pool that inflicts 45,965 Nature damage every 1 sec for 30 sec.
Vile Breath stuns targets located in front of the caster.
Iron Bombers appear in the stands and hurl Iron Bombs into the raid.
Inflicts 24,727 Fire damage to an enemy and an additional 7,722 Fire damage every 2 sec for 10 sec.
The bomb explodes, damaging everyone around it for 3,089 Fire damage.
A seemingly endless throng of rowdy orcs.
Inflicts 14,723 Physical damage to the current target and reduces their movement speed by 33% for 4 sec.
A pillar of screaming skulls that belch continuous stream of flames.
Deals 64,351 Fire damage every 1 sec.
Ravenous Broodmaw prowl hungrily within their pits, waiting to maul anyone unfortunate enough to fall in.
The fight against Kargath takes place in a coliseum, where the raid will stay in the middle of the lower floors (the arena). The fight will mostly require environmental awareness, but also a strong designated group that will have to clear out the arena stands in a short amount of time.
The majority of the raid will spend the time in the arena with Kargath. The first thing you might notice are the Tiger pits, which you obviously shouldn’t step in since the tigers will eat you alive. You will have to keep track of where the pits are the entire fight, since at one point you will be knocked back. If you have the pits at your back, you’ll most likely be pushed down into them!
In the arena, between the pits, there are four pillars that erupt from the ground and spit out fire in a small radius around it (not all four will be active at the same time). These will diminish your room for movement, which is of course bad. However, the fire pillars can interrupt Kargath’s dangerous ability Berserker Rush. When Kargath uses this ability, he will fixate on a random ranged target and pursue his target relentlessly while slashing his blades in front of him. Anyone caught by his rush will most likely die instantly.
The only way to interrupt this deadly ability is to kite Kargath into one of the fire pillars. Ranged will have to position themselves so that they can easily perform this task. Try to stand beside an active pillar, but be careful of the inactive ones. These can become active at some points during the fight and cause heavy damage on players who stand too close to them.
It is also important that the ranged never use any sort of aggro-resetting ability that can cause Kargath to change target during his Berserker Rush. If Kargath suddenly changes target in his rush, he will most likely turn around and kill the melee group (who DPS him from behind during his rush).
During the entire fight, Kargath will also do Blade Dance, and randomly rush a target and deal damage to anyone within 7 yards. This is why the raid must be spread out as much as possible, since the ability is unavoidable. Blade Dance looks more like shadow apparition going out from Kargath and rushes its target in a fraction of a second. It only do moderate amount of damage, but make sure to spread the raid anyway. The safest place to stand is between an active pillar and one of the tiger pits, because of his next ability.
At some point during the fight, Kargath will knock the whole raid back (make sure to not land in the tiger pits). He will then choose the five closest targets and Chain Hurl them up on the arena stands. You should have one of the tanks, a healer and three DPS run up to Kargath after the knockback, which will cause them to be the chosen targets. Once up on the stands, they have 45 seconds to clear as many adds as possible. The more the better, especially Bileslingers since they cast down vile brew onto the arena.
The adds are fairly simple, but they do drop bombs on occasion which should be avoided. Since there will be a lot of running on the stands, the best classes are those that can deal damage and heal while moving (read: resto druids).
While standing in the arena, the healers have to focus tank when Kargath impales him or her (it’s this fight’s version of tank debuff). Impale has an 8 sec duration and healers should be prepared for heavy tank damage when this happens. The raid will take low to moderate damage. The only thing that can hurt them is Blade Dance, which is unavoidable. But the raid can also take unpredictable damage from Fire Pillars, Mauling Brew and Iron Bomb (from the adds on the arena stands).
The only lethal abilities are Berserker Rush and the knockback before Chain Hurl, which can knock players into fire pillars and the tiger pits. This can be avoided by positioning in such a way that you’re always close to an active fire pillar but don’t have it, or any tiger pits at your back.
- Avoid falling into the tiger pits.
- Avoid taking damage from the active fire pillars.
- Spread out to avoid multiple hits from Blade Dance.
- If targeted by Kargath’s Bersker Rush, kite him into a fire pillar to interrupt him.
- Tanks will take heavy damage during Impale.
- If you are in the designated group for arena stands clean-up, run close to Kargath after the knockback in order to be Chain Hurled up to the stands.
- On the arena stands you will have to move a lot (and avoid bombs). Use Enveloping Mist as primary heal and channel Soothing Mist while you have the chance.
Crane Tactics (optional)
- Watch the timers for Berserker Rush and give appropriate distance to Kargath just before this ability.
- It is safe to DPS Kargath from behind while he does his Berserker Rush, as long as he chases the same target.
- If you are not in the designated arena stands clean-up group, wait a moment after the knockback before you run up to Kargath again. If you are too close, you’ll be Chain Hurled up onto the stands.
- If you are in the designated group, help the team by stunning adds with Leg Sweep or Charging Ox Wave.
The Imperator’s Fall