HP: 40,059
Phase 1:
Shoots Frostbolts that deal 185 frost damage and slow the target by 40%
30 seconds into the fight, and potentially later in the fight, Aquanis will channel a Bubble Beam for 10 seconds that knocks back everyone within the large beam and slowly rotating the beam clockwise.
Occasionally one person in the raid will get a Depth Charge debuff. When this debuff expires, the person explodes dealing 231 frost/arcane damage and knocking back everyone nearby. When someone gets this debuff, they need to jump into the water.
Occasionally, Aquanis will create a cloud of lightning above a random player that deals damage as long as you're near it. Move away from it.
HP: 76,635
Phase 1:
The boss will cast Aqua Shell, which creates a large bubble that makes the boss invulnerable to damage until he takes 100 instances of damage. As the raid hits the shell, small bubbles will fly off the boss and land on the ground. These do damage if you touch them, so stay away from them. When the Aqua Shell bursts, the raid will take a large amount of damage.
The boss applies Cruch Armor to the tank, which removes 25% of their armor per stack. Tank swap after two stacks.
The boss occasionally chomps the tank three times in quick succession, which makes the tank swap mechanic more important.
HP: 37,674
Phase 1:
Sarevess will occasionally shoot a Frost Arrow at a random player, which also applies a slowing debuff. This cast is interruptable.
Sarevess occasionally shoots a Forked Lightning ability at the tank that will chain to nearby targets. Tank should stay away from everyone else.
Sarevess will occasionally shoot a Freezing Arrow on the ground, which creates a large frost patch. Everyone needs to run out of this immediately. If you stand in this too long, it will freeze you, which stuns you for 10 seconds.
Sarevess starts the fight with a Blackfathom Elite. One tank should keep this elite the entire fight while the other tank deals with Sarevess. After one minute, another Blackfathom Elite will spawn. The tank dealing with the first Blackfathom Elite should also tank this one.
HP: 25,877
Phase 1:
Gelihast casts Curse of Blackfathom that needs to be de-cursed ASAP.
Gelihast occasionally casts a Shadow Crash. He throws a shadowbolt at a purple circle on the ground. Don't stand in the purple circle, and you won't get hit.
Gelihast Shadow Strikes the tank, increasing shadow damage taken per stack. Tank swap when the stacks get too high.
Gelihast will cast Fear on a random target, which fears them for 4 seconds. This is dispellable.
When Gelihast reaches 10% he becomes invulnerable and summons and army of murlocs that swarm the room. Dodge the murlocs and Shadow Crashes during this phase. The boss heals himself to full, and you start Phase 2.
Phase 2:
Phase 2 is the same as Phase 1.
Once he reaches 10% again, another swarm of murlocs come. After he heals to full again, Phase 3 starts.
Phase 3:
Phase 3 is the same as the last two phases except for one new mechanic:
Gelihast occasionally spawn Blackfathom Tendrils, which deal melee damage and cast Mind Flay. These tendrils only have 400 HP, so quickly kill these when they spawn.
HP: 64,095
Phase 1:
Lorgus occasionally summons three different totems:
Corrupted Lightning Shield Totem, which buffs Lorgus with a thorns effect, dealing 200 damage to anyone who hits him. Kill this totem as quick as possible. It has 1600 HP.
Corrupted Windfury Totem, which buffs Lorgus with Windfury, allowing him to attack multiple times at once. Ignore this totem.
Corrupted Molten Fury Totem, which summons a slow-moving fiery boulder that will follow a random player and deal damage to anyone it hits. Run away from the boulder. Otherwise ignore this totem.
HP: 95,550
Phase 1:
Kelris occasionally shoots Shadow Crash at random targets. Dodge out of the purple circles on the ground.
Kelris will often cast Mind Blast, which is interruptible.
Kelris will cast Shadowy Chains, which applies a magic DoT for 70 damage per second. This can be cleansed. This ability should always be interrupted as it can chain to anyone nearby the target.
Occasionally, Kelris will teleport the two closest people to the dream realm. The two players that teleport will need to kill neutral Phantasmal Priestesses. On death, these priestesses have a chance to summon a portal. Click the portal to teleport back. Ignore purple elementals if possible. The two people who were picked can't be picked again for a while.
Phase 2 - 35% HP:
During this phase, Kelris' abilities cannot be interrupted anymore and deal more damage. Everyone needs to spread out.
Kelris no longer teleports people to the dream realm in this phase.
HP: 127,400
Phase 1:
Tank the boss in the middle of his room, and everyone else should stand near the boss and spread out.
Aku'mai occasionally bites the target who is the second highest on threat. Second tank needs to make sure they are the second on threat.
Occasionally, Aku'mai casts Corrosive Blast, which is a large cone of acid in front of him. He targets a random direction with this ability, so be ready to move out of it.
The tank will gain stacks of Corrosion every 5 seconds. Corrosion deals 50 damage every 3 seconds for each stack. After 3 or 4 stacks are applied, the tank should swap the boss and move over to one of the four Cleansing Pools and stand in it. This will cleanse the Corrosion stacks but also spawn an add for each stack cleansed that needs to be tanked. The raid should swap to these and kill them. The Cleansing Pool used will become corrupted and apply Corrosion to anyone standing inside it. Additionally, Cleansing Pools that are unused will return mana to those who stand in them.
Phase 2 - 50% HP:
Aku'mai casts Dark Protection, transforming into a void hydra.
Corrosion is replaced by Shadow Seep, which functions differently. Shadow Seep reduces max HP by 10% and increases shadow damage taken by 25% for each stack.
Corrosive Blast is replaced with Void Blast, which functions the same.