Zul Reborn



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Quick Tips

Phase One:

Phase Two:

  • Never stand in front of Zul as his Rupturing Blood cast will cause you to spawn a large permanent pool upon expiration!
  • Position yourself so that the path between you and the closest edge of the encounter space is free from Ruptured Blood pools and Zul.
  • Stand loosely behind Zul in the middle of the room to ensure you are not too close to a Deathwish explosion.
  • Kill the Minion of Zul adds via ranged damage... or simply purge them!
  • Have a single ranged player stand within a Pool of Darkness to prevent it dealing damage to the entire raid via its Erupting Darkness


Tank-Specific Quick Tips

Phase One:

Phase Two:

  • Face Zul away from the raid at all times for the Rupturing Blood frontal cleave... only one tank needs to be hit by this at any given time.
  • Let the Rupturing Blood debuff expire at the edge of the encounter area in front of Zul to place the Ruptured Blood pool out of harms way.

Healer-Specific Quick Tips

Phase One:

  • Be ready to counter the incoming raid damage when a Dark Revelation times out.
  • Keep all players healthy to prevent somebody from dying if a Bloodshard is cast.

Phase Two:

  • The raid will be taking ticking damage throughout the phase due to the Corrupted Blood dots... be ready to out heal it!
  • Dispel the Deathwish afflicted players when they are towards the edge of the encounter space.
  • Spot heal tanks when they have high Rupturing Blood stacks.
  • The player soaking the Pool of Darkness will be taking ticking damage... keep them healthy!

Zul, Reborn Abilities

Phase One: 100% - 40%

Although the majority of the raids attention will be spent on dealing with the various Forces of Blood adds in phase one, Zul will be casting three different spells that the raid needs to deal with.

Shadow Barrage

Zul will spam cast Shadow Barrage throughout phase one, dealing a burst of shadow damage and applying a minor shadow damage 10 second dot to randomly chosen targets.

  • Healers simply need to out-heal this random source of damage.
  • As Zul casts this so frequently, he is incredibly difficult to move during phase one and will very rarely even melee hit the tank.
  • As a result, the raid should position themselves around the centre of the encounter area where Zul resides. This positioning also helps players generate distance when afflicted with Dark Revelation.

Dark Revelation

Zul will apply a Dark Revelation debuff to a random non-tank player.

  • This 10 second debuff will deal a large burst of shadow damage to the entire raid upon expiration, however this damage falls off with distance.
  • The afflicted player should move to the edge of the encounter space, as to generate sufficient distance to bring the incoming burst of raid damage to reasonable levels.

Several Minion of Zul adds will spawn near the location of the Dark Revelation afflicted player as the debuff expires.

  • Identically to the adds found in the King's Rest dungeon, each Minion of Zul will fixate a player and run towards them.
  • Any player who comes into contact with these adds will trigger Pit of Despair, causing all players within 5 yards to run in fear for 12 seconds, whilst also killing the Minion of Zul in the process.
  • Players should endeavour to kite the Minion of Zul adds whilst ranged DPS kill them as soon as possible, using crowd control spells, such as displacements, slows and stuns, to keep them stacked.

The adds have the Bound by Shadow magic buff, which absorbs a set amount of incoming damage. When this shield is dispelled or removed via damage the Minion of Zul will die.

  • Players should aim to purge these magic buffs as a high priority.
  • Area of effect purges, such as Mass Dispel and Arcane Torrent, are incredibly strong here, as a whole group of adds can be defeated within a single cast.
  • Groups with multiple AoE purges should assign these spells to each Dark Revelation debuff to ensure all adds are removed as soon as possible.

Call of Blood

Forces of Blood adds take a little while to spawn.

Throughout phase one, Zul will cast Call of Blood on a set timer which will summon one of three types of Forces of Blood adds. The order in which these adds are summoned is set and will not change from pull to pull.

  • As a rule: defeating the adds takes priority over dealing damage to the boss.
  • That being said, the adds should be tanked next to Zul as frequently as possible to allow DPS to cleave substantial damage onto the boss, only moving the adds away when mechanics dictate.
  • When these adds are summoned via Call of Blood, they will be initially inactive in their spawn locations as they form, giving the raid time to prepare for them.

At the beginning of the encounter, Zul will be accompanied by one Nazmani Crusher, one Nazmani Bloodhexer and four Bloodthirsty Crawgs.

  • These enemies can be nuked down by the raid before they cast any meanful abilities, as the DPS will be dealing high damage on the pull.
  • As soon as this first set of adds have been defeated, the group should follow the strategies and positioning recommendations detailed below to ensure the adds are kept under control.

Nazmani Crusher

Nazmani Crushers will frequently cast Bloody Cleave towards the tank, dealing a high burst of physical damage to all players within a short range cone in front of the add.

  • The tank should always face the Crusher away from nearby players. This is made easier by having melee players always position behind the crusher.
  • The Bloody Cleave is one of the harder hitting tank abilities in the encounter. The tank should ensure they have some form of active mitigation available to more smoothly survive the hit.
Move the crusher away before it casts Thrumming Pulse!

Nazmani Crushers have an energy bar which slowly fills over time. Upon reaching 100% energy, the add will cast Thrumming Pulse.

  • This cast increases the damage dealt by all Forces of Blood adds and Zul within 30 yards by 50% for 40 seconds.
  • Although the tank should aim to position the Crushers close to Zul to increase damage output onto the boss, they must move the add to the edge of the encounter space when this is due to be cast.
  • After the cast has completed, the tank should move the Crusher back to the rest of the enemies as to allow DPS to cleave once again.
  • This tank should avoid tanking other trash mobs as they will also drag these along with the Crusher when they move it towards the edge of the room.
  • DPS should focus the majority of their damage on the Nazmani Crushers as they can be defeated before reaching 100% energy, removing the need for the tank to move the add around.

When summoned by Call of Blood, a single Nazmani Crusher will spawn at one of the four edges of the encounter space, chosen randomly.

  • Nazmani Crushers are not susceptible to any form of crowd control spells.

Nazmani Bloodhexer

Nazmani Bloodhexers will frequently cast Bloodshard at the player with lowest health, dealing a moderate burst of Shadow damage.

  • This 1.5 sec interruptible cast can be very deadly if not interrupted, as it can make short work of a low health individual.
  • The group should aim to interrupt each of these casts as to ensure that any player on low health isn't finished off.
  • Interrupting the cast also forces the add to melee hit the tank, allowing said tank to position the Bloodhexer more easily.

CC and Kill the Animated Ichor
before it reaches Zul!

Nazmani Bloodhexers have an energy bar that fills over time. Upon reaching 100% energy, the Bloodhexer will cast Congeal Blood.

  • This creates an Animated Ichor add that will move directly towards Zul, healing Zul for it's current health before dying upon reaching the boss.
  • The add will lose 1% health every 0.5 seconds whilst it is active.
  • The tanks need to position the Bloodhexers around 10 yards away from Zul before they cast Congeal Blood.
  • The DPS must then switch damage onto the Animated Ichor to defeat it before it reaches Zul.
  • The Animated Ichor is susceptible to crowd control, including displacements, slows, snares and stuns. The raid should utilise these effects to ensure the add doesn't reach the boss.
  • As the Forces of Blood adds take a higher damage priority than Zul, the rest of the adds should also be moved out to the Bloodhexers position to maintain high add damage, before being moved back after the Animated Ichor has been dealt with.

When summoned by Call of Blood, two Nazmani Bloodhexers will spawn in separate corners of the encounter space, chosen randomly.

  • The raid must be ready to interrupt the Bloodshard casts as soon as the Bloodhexers are active as to allow the tank to position them quickly.
  • Death Grips and other displacement effects are also very useful at achieving a similar goal.

Bloodthirsty Crawg

Bloodthirsty Crawgs appear in packs of four and have the Hungering Maw passive which heals them for 200% of the damage they deal.

  • The non-Nazmani Crusher tank should hold threat on these adds whilst maintaining a high up-time on physical damage reduction abilities, as this will reduce the amount these adds heal.
  • Although the Crawgs can usually be tanked in a standard way, groups that are struggling to out-damage their Hungering Maw heal may want to kite the adds around.
  • Kiting the adds will prevent them from dealing damage, therefor removing their ability to heal.
  • The adds are susceptible to most forms of crowd control, notably displacements, slows and stuns, all of which should be used to prevent them from dealing damage.

Bloodthirsty Crawgs have an energy bar which fills up over time. Upon reaching 100% energy, they will cast Engorged Burst.

  • This kills the add and applies a debuff to the entire raid which deals heavy shadow damage every 2 seconds over 10 seconds.
  • The raid needs to kill the Bloodthirsty Crawgs before they reach 100% energy, as even a single instance of Engorged Burst can wipe the raid.

When summoned by Call of Blood, two pairs of Bloodthirsty Crawgs will spawn at two of the four edges of the encounter space, chosen randomly.

  • Each tank should attempt to pick up a single pair of Crawgs and bring them into the middle of the encounter space for cleaving.
  • Misdirection and Tricks of the Trade should be used where possible to help the tanks pick up the newly spawned adds.

Upon reaching 40% health, Zul will enter phase two. Any Forces of Blood adds active upon transition will remain active in phase two.

  • The raid should defeat the leftover adds as soon as possible.

Phase Two: 40% - 0%

Phase two relies on precise raid positioning to deal with the devastating abilities Zul will be frequently pumping out.

  • Zul loses access to all previous abilities, including the ability to summon adds, and instead has access to four new abilities.
  • Zul also needs to be tanked during this phase, as he will frequently melee hit the tank.

As soon as Zul reaches 40% health, he will cast Locus of Corruption. This deals a burst of damage and knocks the raid back a short distance... don't fall off the edge!

  • This also applies Corrupted Blood to the entire raid, a permanent and irremovable debuff which deals light ticking damage every 2 seconds. This effect can stack.
  • The raid will receive one stack of Corrupted Blood per 5 energy Zul has passively generated over the course of phase one.

Rupturing Blood

Zul will frequently cast Rupturing Blood towards the tank, dealing damage and applying a 20 second dot to all players within a short range cone.

  • This ability is cast frequently enough for the debuff to stack. Upon expiration the afflicted player will spawn a large patch of Ruptured Blood at their location.
  • This Ruptured Blood is permanent and will frequently apply stacks of Corrupted Blood to anyone who stands within it.
  • Only one tank should take this hit at any given time.

The tank should position Zul in the centre of the encounter space and face him away from the rest of the raid, which will be loosely stacked up behind the boss.

  • The tank should proceed to gain as many stacks of Rupturing Blood as they can before the damage becomes overwhelming, at which point the other tank should taunt and do the same.
  • The Rupturing Blood afflicted tank should move to the edge of the encounter space in front of Zul and to let the debuff expire.
  • This will place the Ruptured Blood pool safely away from the raid and high traffic areas.
  • The tank should then return to the boss and get ready to taunt off of the other tank.
  • Tanks should continue to place the Ruptured Blood pools on top of each other, as the pool will not grow or merge when placed on top of one another.


Zul will apply Deathwish to two random non-tank players on a timer.

  • This endless-duration magic debuff forces players to run towards the nearest edge of the encounter area and subsequently jump to their death.
  • When the player jumps off, or is dispelled, a Dark Revelation will trigger, dealing a burst of drop-off damage to the raid and spawning several Minion of Zul adds.
  • Dispelling the debuff before the player jumps to their death will grant the player control of their character once again.
  • The healers should allow the afflicted targets to move as far away from the raid as possible before dispelling them.
  • The group will then need to deal with the Minion of Zul adds in the same way as before, by crowd controlling them whilst killing them with ranged damage or purges.

The raid will need to position themselves to ensure that they never path through a Ruptured Blood pool if they are afflicted by Deathwish, by making sure the path to the closest edge of the encounter space is pool-free.

  • This is done by forming a semi-circle behind Zul. The two players targeted by the Deathwish are likely to travel in different directions, at which point they can be safely dispelled.

Players who happen to travel in the same direction will take a potentially lethal amount off damage as the two debuffs are dispelled, due to the short distance between them.

  • To help stagger the damage, a single player can be gripped back to the group via Leap of Faith whilst the other is dispelled.
  • The gripped player can then be safely dispelled once they reach the edge, long after the first Deathwish player has be dispelled.

Pool of Darkness

One player must soak the Pool of Darkness
to stop it from casting Erupting Darkness!

Zul will frequently spawn a small Pool of Darkness on the ground nearby which lasts 20 seconds.

  • This pool will deal a burst of damage to all players within 45 yards every 2 seconds via it's Erupting Darkness cast.
  • If a player stands within the pool, they will prevent the Erupting Darkness and instead will be Absorbed in Darkness, taking shadow damage every 2 seconds.
  • A ranged player needs to quickly identify where the Pool of Darkness has spawned and then stand within it, whilst healers focus healing into them to keep them healthy.
  • This player can be targeted by a Deathwish, so a backup ranged player should be ready to take over in the event the soaker is forced to move away.

The raid should attempt to align DPS cooldowns and use Bloodlust during this second phase to try and keep it as short as possible.

Raid Finder Difficulty

Aside from numerical changes, in which the boss deals less damage and has less health, there are a few mechanical changes to the Zul, Reborn encounter on Raid Finder difficulty.

Nazmani Crusher adds will not buff other enemies with Thrumming Pulse, instead only increasing its own damage.

  • This removes the need for the tank to drag the crusher away from other mobs as it reaches full energy.

During phase two, the Deathwish will not deal damage to the raid when the player jumps or the ability is dispelled.

  • This allows the healers to dispel the player much more quickly.
  • However the group must still be cautious of the Minion of Zul adds that spawn from the Deathwish afflicted player.

Heroic Difficulty

Aside from numerical changes, in which the boss deals more damage and has more health, there are a few mechanical changes to the Zul, Reborn encounter on Heroic difficulty.

The Pool of Darkness ability will be used in phase one as well as phase two.

  • This is dealt with in the same way, by having a ranged player quickly identify where it is and then stand within it whilst healers keep them healthy.

Nazmani Bloodhexers have gained the Sanguine Presence passive.

  • Whenever two Bloodhexers are within 20 yards of each other, they will heal all enemies for 10% of their maximum health every 2 seconds... this includes Zul!
  • This forces the raid to keep the Bloodhexers apart at all times, as if the boss receives any healing it will likely result in a wipe.
  • As the Bloodhexers spawn in pairs, a single player should hard crowd control one of the two Bloodhexers when they spawn, hunters being particularly good at this as they can place a trap down beforehand.
  • The group should defeat the non crowd controlled add before switching to the remaining add.

This process significantly slows down the rate in which the Bloodhexers are defeated.

  • The group must defeat both Nazmani Bloodhexers as the highest priority before the new set spawns in, as a new bloodhexer can spawn on the same location as the crowd controlled one, triggering the Sanguine Presence.

Dark Revelation will be placed on two random non-tank players each time it is cast, up from one player.

  • The afflicted players should move to two different edges of the encounter space, as this will generate sufficient distance to bring the incoming burst of raid damage to reasonable levels.

Minion of Zul adds will not die when they trigger a Pit of Despair fear.

  • The group is instead forced to instead kill the adds via ranged damage or purges.

Mythic Difficulty

Aside from numerical changes, in which the boss deals more damage and has more health, there are a few mechanical changes to the Zul, Reborn encounter on Mythic difficulty.

When the Pool of Darkness deals damage, either through an unsoaked Erupting Darkness or the soaked Absorbed in Darkness, it will apply a stack of Corrupted Blood to players who are hit.

  • The raid must rotate players throughout the fight to ensure that the Corrupted Blood stacks are spread evenly amongst the raid.

The Forces of Blood adds have the Blood Recall passive, causing them to regenerate back to full health a short period after dying.

Decaying Flesh is present on one of the Forces of Blood at the beginning of the encounter.

  • This 12 second debuff prevents Blood Recall from triggering.
  • The debuff will jump to a different add, prioritising those of a different type, when it expires or when the add afflicted with the debuff dies.
  • In the case that the last active add dies with the Decaying Flesh, there will be no target available and debuff will disappear for the rest of the encounter, resulting in a wipe as no adds from that point onward will die.
  • The raid must form a strategy in which they continue to kill high priority adds quickly, whilst keeping the debuff in play.

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