G'Huun

Fatboss


3 phase fight, first phase is add management and basketball


Phase 1


    • Power Matrix
        • Basically basketball
        • Orb spawns on one of the 2 ramps in the back, LEFT, RIGHT, LEFT order
        • Orb must be brought to the end of the ramp and placed at the end
        • 3 orbs places = next phase
        • Holding the orb slows you by 20% per 2s until you can’t move
        • While holding the orb, you have an extra action button to throw it
        • Whoever stands in the landing zone catches the orb
        • There’s also Cysts on the ground that deal damage and slow you if you’re in their AoE
            • Cysts AoE shrinks when they take damage
        • Cheese Strat possible
            • DH, Warrior, and Monk dps can all solo this with a lock portal
            • You place a lock portal at the start of the Cysts
            • Have someone pick up orb at spawn, move close enough to lock gate they can throw it there
            • DH, Warrior, or Monk catches orb, immediately hits lock gate
            • Then they use their movement abilities, and can reach the end by themselves
                • DH double jump, Fel Rush
                • Warrior can charge the Cysts, and heroic leap
                • Monks can Chi Torpedo+transcendence
            • With cheese strat, you can also ignore Cysts
            • If you don’t cheese, you’ll need 3-4 people moving the orb along and nuking the cysts
        • Imperfect Physiology
            • Debuff applied when an orb gets dunked, preventing ANY player that touched the orb from interacting with a new orb for a period of time
                • The debuff seems to scale in duration based on raid size.
                • This debuff duration is an active work in progress by Blizzard. Initially, it had been 5 minutes. Most recently, on normal it was reduced to 2 minutes flat with no scaling.
                • On Heroic, the debuff duration scales based on raid size. With 20 people in raid, the debuff lasts 4 min 30 sec. For every 2 people above that, the duration is increased by 30 seconds. For every 2 people LESS than 20, it's reduced by 30s. So
                    • 16 - 3 minutes 30 seconds
                    • 18 - 4 minutes
                    • 20 - 4 min 30 sec
                    • 22 - 5 minutes
                    • 24 - 5 min 30 sec
                    • 26 - 6 minutes
                    • 28 - 6 min 30 sec
                    • 30 - 7 minutes
        • When 3rd orb is deposited and we win the basketball game, the device explodes for 40k damage to EVERYTHING, mobs and players, every 6s for 24s
        • Also incapacitates all remaining adds for 24s, and makes them take double damage
    • Arena Mechanics
        • Explosive Corruption
            • 5s debuff on up to 3 random players
            • Upon expiration, explodes, leaves pool of shit on the ground, and 4 shit orbs get blown across the room
            • If you get hit by shit orb, you get the Explosive Corruption debuff, then you also shit everywhere
            • Don’t get hit by the shit
        • 3 types of Adds spawn
            • Blightspreader Tendril - giant worm
                • Decaying Eruption
                    • Interruptible cast, if it gets off, deals 60k damage to target
                • Burrow
                    • At 0 energy, the worm burrows away and pops up in a new random location
            • Cyclopean Terror - smaller worms
                • Cast Torment - Interruptible
                    • Deals increasing shadow damage to a target every 3s for 15s
                    • Interrupt them as much as possible
            • Dark Young
                • Giant fucking abomination thingy
                • Massive Smash
                    • Strong punch on the tank, deals 220k physical damage and knocks them back
                • Dark Bargain
                    • Cast at 100 energy
                    • Applies 30s debuff to all players and enemies within 10 yards
                    • Increases damage done, healing done, and damage taken by 25% of everything hit
                    • If anyone every gets 2 stacks of this, they’re MCd and must be murdered
                    • This is cast every 25 seconds
      • Adds strat
          • Tank needs to pick up Dark Young, and tank it near a wall
          • When the Dark Young is near 100 energy, drag him to the giant worm
              • Apply the debuff to the giant worm, any little worms near him
              • Dps want to stack within the circle and also get the debuff
              • Use this debuff to burn worms
              • After every Dark bargain cast, tanks MUST swap, as it’s cast every 25s, and the debuff lasts 30s
          • New Dark Young spawns at about 1:35, first add must die by this point
          • DPS priority is Blightspreader > Cyclopean Terror > Dark Young
              • Need to track Dark Young HP, ensure it dies very soon after the 4th Dark Bargain cast so we never get 2 alive
              • After the 4th Dark Bargain, Dark Young becomes 100% DPS priority until it dies

Phase 2


    • Corrupting Bite
        • Buff on the boss causing each melee hit to deal an extra 15k damage, increasing by 15% each time
            • Buff resets upon a tank swap
    • Wave of Corruption
        • Circle that starts at the boss & expands away from him
        • Hits the entire raid
        • When the wave hits you, deals 15k to you and anyone within 5 yards of you
        • Also puts a DoT on you for 2k per 1.5s, no duration, stacks
    • Blood Feast
        • Roots one player for 10s
        • After 10s, all players within 8 yards have their Putrid Blood stacks reset
        • Also spawns a Gibbering Horror
            • Little horror bitch add
            • HP and damage done increased by 5% PER STACK OF PUTRID BLOOD that was removed
            • Casts Mind-Numbing Chatter
                • 13k to whole raid, and interrupts casting
        • Should be able to stack the add on the boss for cleave
        • The entire raid should stack in the spawn circle every time, otherwise people are going to get super high stacks
        • Adds spawn every 60 seconds
    • Power Matrix
        • Still fully functional in p2
        • Goal on Heroic is to activate the Power Matrix once. Your raid's DPS will be responsible for the other 30% of boss damage to push p3.
        • Recommended to continue using cheese classes as much as possible.
            • For second and third groups sent up in phase 2, you may need to send a healer to keep them alive
        • Raid leader should outline pre-set groups for each orb, taking into account the debuff durations listed above
            • IMPORTANT NOTE - From the time the first group dunks the first ball in phase 1, to the activation of the first ball in phase 2, is roughly 1 minute 55 seconds. Take that timing into consideration
            • In smaller raid sizes, you will be able to reuse people
            • After the first 2 groups in Phase 2, I strongly recommend sending a mobile healer up. This healer WILL NOT touch the orb, but keep the orb running group alive. I recommend swapping between two different healers who take turns, if needed. By doing this, you allow the escort healers to drop their stacks of Putrid Blood
    • Explosive Corruption
        • Mechanic also carries over from p1 exactly as is
    • Phase 2 Strat
        • Spread out 6 yards from everyone when Wave of Corruption is going to occur
            • After 2nd wave, the Blood Feast debuff goes out
            • Instead of 3rd wave, the circle goes off, clearing everyone’s debuffs that stands in circle
            • Need to collapse immediately on a marked spot after 2nd wave goes out
            • EVERYONE should clear stacks every single circle.
        • We need healing CD assignments for when the 3rd dunk happens, as the debuff also wrecks the fuck out of us, 40k every 6s for 24s
            • To help the healers, everyone stack while the stuff is all stunned
        • A new orb spawns approx. 7s after the previous dunk or drop
            • Save short offensive CDs for these windows
            • Add will absolutely melt, so the focus of CDs needs to be boss damage
        • Phase Power Matrix Additional Info
            • Power Matrix Overload deals 9% of his HP per tick, 5 ticks, so 45% of his HP per Power Matric Overload.
            • This is absolutely key. To effectively get through p2, the entire focus is Power Matrix. The orb must be dunked as quickly as possible the first 2 dunks. The 3rd dunk, ideally, will happen immediately AFTER one of the adds spawns. Depending how fast your dunk teams are, this will either be the 2nd or 3rd add. By timing this properly, the DPS will not need to spend much time killing the add, and can instead focus solely on boss DPS.
            • Remember, being successful with EVERY ORB DUNK is priority. If the person with orb dies, or the person passing the orb misses their target, the orb despawns and sets you back 30 seconds, each time.
            • The lowest it appears the boss can be brought from an Overload is 20% HP, at which point he breaks the machine.

Phase 3 - 20%


    • Collapse
        • G’Huun destroys the titan machine
        • 300k damage to all players, and knockback
        • Reduced significantly based on distance
        • Very obvious visual circle. Move away from circle. After ~5s, the circle moves to a new spot, reposition and don't stand in the new one. You get 3 circle spots total before Collapse ends.
    • Corrupting Bite still occuring on tanks
    • Wave of Corruption still occuring
        • No longer any way to clear stacks. Soft enrage is the ticking damage from this
    • Explosive Corruption still occuring
    • Gaze of G’Huun
        • Casted ability, fears anyone facing him at the end of the cast for 6s. Think Yogg-Saron, Face boss + nuke till this cast, turn away, then turn back and nuke
        • Cast at 100 energy
    • Malignant Growth
        • Red blobs all over floor that eventually explode for 1 shot damage
            • 3 different possible blob zones
              1. Empty Space = safe zone
              2. Small blob = not exploding yet, safe zone but be moving away
              3. Big Blob = next to explode, GTFO 8 yards
            • As soon as the big blobs explode, their blast zone becomes a safe zone. There’s a red circle animation for the explosion. As soon as this occurs, move to these zones
            • Easy way to understand this - think of the circular room being a pizza with 6 slices. 2 slices spawn blobs first, 2 slices spawn blobs before first set explodes, last 2 slices are safe. Follow the rotation of safe spots.

Phase 3 Strat

    • This is a hard burn phase. Lust at the beginning of this phase. Everyone needs eyes peeled for Malignant Growth. Being hit is a straight 1 shot. Officers will need to call out Gaze, telling everyone to turn your character away. Fears will most likely result in death due to the Malignant Growths. You basically are racing against the ticking damage if people don’t kill themselves to being dumb. The Wave of Corruptions occur the same timings as p2, so we will end up with a massive amount of stacks. Major healing CDs will be needed starting at about 7% hp on boss, rotating through everything that’s left.
    • Tank boss in the middle of the room, maximizing the ability of the raid to adjust around the boss to different pizza slice areas to avoid Malignant Growths

^^ This is NOT meant to be an accurate representation of where the Malignant Growths actually spawn. It's simply meant to illustrate the idea of the "pizza slices" to look for.

Mythic Changes


Recommended comp: 2 tank 5 heal 13 dps, 4 warlocks. Boomkins are great for p2 and p3, BM hunters are good all around, and Warriors are insane for Phase 3.


There are three major changes in Mythic:

  1. The orbs must be dunked on BOTH sides within 3s of each other to count towards charging the Power Matrix
  2. Any time any type of add dies in the encounter, it spawns Ghunnies, which are essentially the same adds as the Infested M+ Affix, except they try to infect you instead of another mob.
  3. In Phases 2 and 3, there is a new mechanic called Bursting Boil. 3 spawn at a time, every 20s, and must be soaked by 2 players each. Soaking puts a debuff on you that lasts 30s. If you soak a Boil when you already have the debuff, you get MC’d and must be killed.


Power Matrix

  • Every player in the raid will need to run at some point in the fight
  • Classes that could solo run on heroic can now still solo run on Mythic
  • 2 Warlocks is a minimum for Gateway, 4 is recommended. Fight is MUCH easier with 4 lock gates.
      • These get places such that the second gate is ~8 yards further up from where the first gate ends
  • Each group going up needs either 2 solo classes, else 4 people. Debuff lasts 3 minutes
  • Basically, set up 5 groups of 4. On each side, one person grabs the orb and clicks first Gateway. The 2nd person should be waiting near the 2nd Gateway. Person 1 passes to person 2, person 2 uses second Gateway and dunks the orb.
      • Make sure orbs are dunked within 3s of each other
  • If you have multiple solo-run classes, sub them in for a group of 4. This will allow your tanks to never need to run
  • If you have 4 players who can solo run, this frees up your 2 tanks and 2 healers.


Phase 1


  • Same idea as on Heroic, you need to focus on adds. Interrupt as many casts on the Cyclopean Terrors as possible, and make sure to always interrupt the Blightspreader Tendril’s Decaying Eruption
  • DPS’s main targets to focus are the Blightspreader Tendril (big tentacles)
      • Also passively work down the Dark Young, just so you never have 2 alive
      • Priority is Blightspreader > Cyclopean Terrors > Dark Young
  • When any add dies, Ghunnies spawn. These adds fixate a random player and chase them, trying to reach and infect them. If they reach you, you get a debuff. When debuff ends, you spawn 2 more Ghunnies
  • Fixated players must ensure they are kiting the Ghunnies. They are stunnable, can be knocked back, and can be slowed.
  • Work through phase 1 as you do on heroic, and make sure Ghunnies aren’t affecting people
  • When the Power Matrix activates, stop attacking the tentacles and the Dark Young, and focus attention to the Ghunnies, because Ghunnies do NOT get stunned by the Blast
      • Easiest way to handle these is to have everyone stack on a pre-assigned stack point. When the Ghunnies get close, you Ring of Peace, use knockbacks, etc to prevent them from reaching you
      • AoE nuke down the Ghunnies so you go into phase 2 cleanly


Phase 2


  • Similar strat to heroic, just with more mechanics to deal with
      • All mechanics from Heroic are present and working exactly as they do in heroic
  • Busting Boils
      • Three red Boils spawn around the arena floor, and explode after 8 seconds, afflicting the 2 closest players to the Boil with a 30s DoT
      • If you soak a second Boil while already having this debuff, you get MC’d and need to be killed
      • Boils spawn every 20s for all of phase 2 and phase 3
      • Only exceptions are during the Reorigination Blast, and when G’Huun casts Collapse to begin phase 3
      • The “closest” term is relatively loose, as the DoT has an unlimited range
      • Even if you’re 30 yards away from a Boil, if nobody else is closer you’ll still be selected for the DoT
  • Bursting Boil soakers don’t necessarily need to be assigned, but your guild may find it easier to assign soak teams for each Boil soak
      • Easiest way to do assignments is as Team 1 and Team 2, each with 10 people
      • Rotate between Teams 1 and 2 each Boil spawn
      • Having the teams consist of the entire raid ensures you’ll always have the 6 people minimum you need to soak Boils
      • Additionally, you can make sure that your Power Matrix running teams never consist of 4 people from the same Boil team, which gives you guaranteed 8 soakers available for every Boil cast
  • When Blood Feast is cast, all players not currently carrying the Power Matrix should get in the circle
      • Nuke the add ASAP
      • When the add dies, 5 Ghunnies spawn, make sure they’re controlled and focused down
  • Time your Power Matrix activation so the Reorigination Blast happens immediately after the 2nd and 4th Gibbering Horror spawns
      • All DPS should ignore this horror, as the Blast kills it. Focus on boss DPS
  • After the 2nd Power Matrix Overload, you should be pushing into phase 3 (20% HP on boss)


Phase 3


  • Burn phase, lust as soon as everyone is in position
  • Tank boss in the middle of the room, have everyone spread evenly around him
  • Assign spots for your 5 healers so they’re roughly equally distributed around the room
      • You can handle the positioning and Malignant Growth just like on Heroic. Think pizza slices
  • All mechanics from Heroic remain
      • Explosive Corruption, Gaze of G’Huun, Malignant Growth, and Wave of Corruption occur just like heroic
  • Only thing different in phase 3 from Heroic is the Boils, which still need to be soaked the same as they were in phase 2
      • The important thing in phase 3 with soaking Boils is the “closest” to the Boil part.
      • There will be times when nobody can get within 20 yards of a Boil due to the Malignant Growths on the ground, that’s O K, as long as available soakers are still closer than anyone else
  • The “soft enrage” of this phase is the Wave of Corruption applying stacks of Putrid Blood. Eventually, the stacks get high enough the damage is unhealable. This is generally at 6 or 7 stacks. At that point, people will just start dying.
      • One way to help alleviate a little of this is creative use of Battle Rezzes
      • If nobody dies before phase 3, you’ll have 2 BRs available
      • You can have your two best execute players (usually warriors) suicide themselves at 3-4 stacks of Putrid Blood by intentionally being hit with Malignant Growth
      • Immediately BR when they die, and they now have 0 stacks of Putrid Blood
      • These people now require significantly less healing, and will still be relatively sturdy when the raid hits 6-7 stacks and other people start falling over
      • Doing this may give you that last little 1% on boss to get you the kill