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Zul’Gurub Raid Guide for WoW Classic Hardcore

Every Zul’Gurub boss explained for new raiders, from High Priestess Jeklik to Hakkar: abilities, each role’s job, the class jobs, the optional bosses, and what gets people killed on Hardcore.

By Marc · Updated October 28, 2026

Zul'Gurub

20 playersLevel 60Stranglethorn Vale
Image: Blizzard Entertainment

Overview

Zul’Gurub is the Gurubashi trolls’ capital in northern Stranglethorn Vale, a 20-player raid that resets every three days. Hakkar the Soulflayer waits at the end, and five High Priests guard the way, each one giving Hakkar one of their powers while they live.

The raid is shorter than the 40-player ones, but its fights are full of single-player mechanics: Mandokir’s gaze, Jin’do’s mind-control totem, Hakkar’s Corrupted Blood. On a Hardcore realm, each of those is one player’s mistake away from a death, and Mandokir grows stronger with every one.

20

Players

10

Bosses

60

Level

3 days

Lockout

The map of Zul'Gurub
The map of Zul'Gurub. Image: Blizzard Entertainment

Getting in

  • The entrance is in the northeast of Stranglethorn Vale. No attunement is needed.
  • The Zandalar Tribe, on Yojamba Isle off the coast, trades the coins and bijous the raid drops for reputation, class sets and enchantments.
  • Two bosses are optional and need preparation. The Edge of Madness boss is summoned at the Brazier of Madness with Gurubashi Mojo Madness, made by alchemists; which of its four bosses appears changes every two weeks. Gahz’ranka is fished up with a Mudskunk Lure from a pool inside the raid.

Preparation, role by role

Tanks

Several fights have a second tank job (Mandokir’s raptor, Thekal’s two Zealots, Venoxis’s snakes), and two need the tank to swap targets fast. On Hakkar, his mind control can take a tank: be ready to pick him up.

Healers

Lots of poison and nature damage: Venoxis, Mar’li, Hakkar. Know what you can cure. On Jin’do, the players he teleports into his pit need healing.

Melee damage

Plenty of knockbacks and fears, and Mandokir’s gaze: when he watches you, stop everything.

Ranged damage

Interrupt heals (Jeklik, Mar’li’s Drain Life), kill totems on Jin’do, and spread out for Hakkar.

What each class brings

Priest

Dispel Jin’do’s Hex off the tank, and Fear Ward against Jeklik and Mandokir.

Mage

Decurse Jin’do’s Delusions only when the raid leader says so, and polymorph mind-controlled players on Hakkar.

Shaman

Poison Cleansing Totem for Venoxis and Mar’li; Tremor Totem against fears (Horde).

Hunter

Tranquilizing Shot on Thekal’s Frenzy.

Rogue

Kick heals: Jeklik’s Greater Heal, Mar’li’s Drain Life, Zealot Lor’Khan’s heals.

Druid

Cure poisons on Venoxis and Mar’li, and remove curses.

Consumables

  • Greater Nature Protection Potions for Venoxis, Mar’li and Hakkar.
  • Major Healing and Mana Potions and healthstones.
  • Restorative Potions or Elixirs of Poison Resistance help on the poison fights.

Dangerous trash

On Hardcore, the trash between the bosses kills more raiders than the bosses do.

Gurubashi Berserkers

Huge trolls that knock players away and fear them. Pull them one at a time and tank them facing a wall.

Razzashi packs

Raptors, snakes and spiders around the first bosses. Clear them fully before each boss: a fear can send players into a pack nobody pulled.

Bloodseeker bats

Bat packs near Jeklik that move fast and swarm the healers. Area damage kills them.

The bosses

In the order most raids kill them.

Boss 1 of 10

High Priestess Jeklik

Phase 1 in bat form with her bats; phase 2 from 50% as a troll priest who heals herself, while bat riders drop fire on the raid.

Abilities

Sonic Burst

Bat form: silences everyone near her.

Swoop

Bat form: hits and knocks back players in front of her.

Mind Flay

Troll form: channels shadow damage on a player.

Greater Heal

Troll form: a big heal on herself. Interrupt every one.

Your job

Tanks

Tank her where the raid can reach her, facing away. A second tank picks up the bats in phase 1.

Healers

Stay out of Sonic Burst range in phase 1; you can’t heal while silenced. Move out of fire in phase 2.

Melee damage

Interrupt Greater Heal in phase 2. Move out of the fire the bat riders drop.

Ranged damage

Area damage on the bats; interrupt her heals; out of the fire.

Class jobs

Rogue

Kick Greater Heal.

Shaman

Earth Shock Greater Heal from range.

Mage

Counterspell Greater Heal, and area damage on the bats.

What gets people killed

  • Healers silenced in phase 1 while the bats are loose.
  • Standing in the fire in phase 2.
High Priestess Jeklik’s loot, with your upgrades marked →

Boss 2 of 10

High Priest Venoxis

A priest with four cobras; from 50% he turns into a giant snake that fills the room with poison clouds.

Abilities

Holy Nova

Troll form: damage to everyone near him.

Holy Fire

Troll form: a burn on a random player.

Poison Cloud

Snake form: clouds of poison that stay on the ground. Move out.

Parasitic Serpent

Snake form: small snakes that attack players.

Your job

Tanks

Off-tanks take the four cobras first; the main tank takes Venoxis. In snake form, drag him out of his poison clouds.

Healers

Lots of poison damage in phase 2: cure it, and stay out of the clouds.

Melee damage

Kill the cobras, then Venoxis. Step back from Holy Nova if you’re low.

Ranged damage

Spread out. In phase 2, move with the tank and out of clouds.

Class jobs

Shaman

Poison Cleansing Totem.

Druid

Cure and Abolish Poison.

Paladin

Cleanse poisons.

What gets people killed

  • Standing in a Poison Cloud: it stacks up fast.
  • Cobras left loose on the healers.
High Priest Venoxis’s loot, with your upgrades marked →

Boss 3 of 10

High Priestess Mar’li

She switches between a troll priestess with poison volleys and a giant spider that webs and charges. Her eggs hatch into spiders that grow.

Abilities

Poison Bolt Volley

Troll form: poison on everyone near her.

Drain Life

Troll form: drains a player’s health. Interrupt it.

Spawn of Mar’li

Spiders hatch from eggs and grow stronger the longer they live.

Enveloping Webs

Spider form: roots everyone near her, after which she often charges someone else.

Corrosive Poison

Spider form: a poison that eats armor.

Your job

Tanks

Tank her where the raid can stay spread. When she charges away after her webs, taunt her back at once; a second tank picks up the spiders.

Healers

Poison damage everywhere: cure it, and don’t stand near her in troll form.

Melee damage

Kill the spiders the moment they hatch. Interrupt Drain Life.

Ranged damage

Stay out of the volley’s range; kill the spiders.

Class jobs

Rogue

Kick Drain Life.

Shaman

Poison Cleansing Totem, and Earth Shock on Drain Life.

What gets people killed

  • Spiders left to grow.
  • Her webs rooting the melee while she charges a healer.
High Priestess Mar’li’s loot, with your upgrades marked →

Boss 4 of 10

Bloodlord Mandokir

Mandokir and his raptor Ohgan. When he watches a player, that player must stop everything, or he charges and kills them. He levels up with every death.

Abilities

Threatening Gaze

He stares at a player for a few seconds. If they move, attack or cast, he charges and kills them.

Level Up

Every player he kills makes him a level stronger.

Whirlwind

Hits everyone around him.

Charge

Charges a player.

Mortal Strike

A big hit that cuts healing taken.

Your job

Tanks

One tank on Mandokir, one on Ohgan, apart from each other. If he watches you, stop attacking for those seconds; the other tank holds.

Healers

Mortal Strike makes the tank hard to heal. If he watches you, stop casting: let the others heal.

Melee damage

Step out of Whirlwind. When he watches you, stand completely still and do nothing until it ends.

Ranged damage

Same rule: watched means frozen. Stay spread so his charge only hits one player.

Class jobs

Priest

Fear Ward and big heals on the tank through Mortal Strike.

What gets people killed

  • Moving, attacking or casting while he watches you. It’s the most common death in Zul’Gurub.
  • Every death makes him stronger, so one mistake can lead to more.
  • Whirlwind on melee who don’t step out.
Bloodlord Mandokir’s loot, with your upgrades marked →

Boss 5 of 10

Edge of Madness

An optional boss summoned with Gurubashi Mojo Madness. One of four appears, changing every two weeks: Gri’lek, Hazza’rah, Renataki or Wushoolay.

Abilities

AvatarGri’lek

He grows, chases a random player and roots them.

Mana BurnHazza’rah

Burns mana; he also puts players to sleep and summons nightmare illusions.

Thousand BladesRenataki

He vanishes, then strikes from the shadows.

Chain LightningWushoolay

Lightning that jumps between players standing close.

Your job

Tanks

Gri’lek: let him chase his target and pick him up after. Renataki: be ready to re-taunt when he comes out of stealth.

Healers

Hazza’rah: stay spread, so his sleep doesn’t take all of you. Wushoolay: keep everyone topped up against the lightning.

Melee damage

Hazza’rah: kill the illusions fast. Gri’lek: get out of his way when he chases.

Ranged damage

Wushoolay: spread out so Chain Lightning can’t jump.

What gets people killed

  • Wushoolay’s lightning on a clumped raid.
  • Gri’lek catching the player he chases.
Edge of Madness’s loot, with your upgrades marked →

Boss 6 of 10

Gahz’ranka

An optional boss fished up with a Mudskunk Lure. His geysers throw the raid into the air.

Abilities

Massive Geyser

Throws players high into the air.

Gahz’ranka Slam

A knockback around him.

Frost Breath

A frost breath in front of him that drains mana.

Your job

Tanks

Tank him in the water, facing away from the raid.

Healers

Keep everyone high on health: geysers end in a fall.

Melee damage

Fight him in the water, so a geyser drops you into it.

Ranged damage

Stand in the water too, if you can.

What gets people killed

  • Fall damage from Massive Geyser onto land, at low health.
Gahz’ranka’s loot, with your upgrades marked →

Boss 7 of 10

High Priest Thekal

Thekal and his two Zealots must die within a few seconds of each other, or they get back up. Then he turns into a tiger.

Abilities

Zealot Lor’Khan

Heals the others and shields himself.

Zealot Zath

Gouges and blinds his tank.

Force Punch

Tiger form: knocks back players near him.

Charge

Tiger form: charges a random player.

Frenzy

Tiger form: attacks faster until removed.

Your job

Tanks

Phase 1: three tanks, one per troll, apart. Phase 2: the tiger, with a second tank for the Zulian Guardians he calls.

Healers

Phase 1 is steady; phase 2 hits harder and he charges at random players.

Melee damage

Phase 1: bring all three low together, then kill them at the same moment. Interrupt Lor’Khan’s heals.

Ranged damage

Phase 1: follow the raid leader’s calls to balance the three. Phase 2: spread out against his charge.

Class jobs

Hunter

Tranquilizing Shot on his Frenzy.

Rogue

Kick Lor’Khan’s heals.

What gets people killed

  • One of the three dying too early: they come back with full health and the fight drags on.
  • Charges into low-health healers in phase 2.
High Priest Thekal’s loot, with your upgrades marked →

Boss 8 of 10

High Priestess Arlokk

A troll who vanishes and marks players for her panthers, which pour in from the sides.

Abilities

Mark of Arlokk

Marks a player: every panther goes for them.

Vanish

She disappears and comes back somewhere else.

Whirlwind

Hits everyone around her.

Gouge

Stuns her tank and drops their threat.

Your job

Tanks

Two tanks near her: when she gouges one, the other takes over. Off-tanks gather the panthers.

Healers

The marked player gets attacked by every panther: keep them alive.

Melee damage

Kill panthers when she’s gone; step out of Whirlwind.

Ranged damage

Area damage on the panthers, but not until a tank has them.

Class jobs

Mage

Frost Nova and area damage on the panthers.

Warlock

Area damage on the panthers once they’re gathered.

What gets people killed

  • The marked player alone with the panthers.
  • Area damage pulling panthers before the tanks have them.
High Priestess Arlokk’s loot, with your upgrades marked →

Boss 9 of 10

Jin’do the Hexxer

A witch doctor who hexes his tank, mind-controls players with a totem, heals with a ward, curses players to see shades, and teleports some into a pit of skeletons.

Abilities

Hex

Turns the tank into a frog. Dispel it.

Brain Wash Totem

A totem that mind-controls a player. Destroy it at once.

Powerful Healing Ward

Heals Jin’do. Destroy it.

Delusions of Jin’do

A curse that shows shades only the cursed player can see and kill.

Your job

Tanks

Tank him in the middle. When he hexes you, the second tank taunts until it’s dispelled.

Healers

Dispel Hex fast. Players teleported into the pit need heals while they climb out.

Melee damage

Kill totems and wards the moment they appear. If you’re cursed, kill the shades only you can see.

Ranged damage

Totems first, then wards, then Jin’do. Cursed players kill their shades.

Class jobs

Priest

Dispel Hex off the tank.

Paladin

Cleanse Hex.

Mage

Polymorph a mind-controlled player.

Hunter

Shoot totems and wards from range.

What gets people killed

  • A Brain Wash Totem left up: a mind-controlled player attacks the raid.
  • Shades nobody kills, attacking a cursed player.
Jin’do the Hexxer’s loot, with your upgrades marked →

Boss 10 of 10

Hakkar

The Soulflayer. Every 90 seconds he drains the raid’s blood; players poisoned by a Son of Hakkar poison him instead. Each High Priest left alive gives him an extra ability.

Abilities

Blood Siphon

Drains every player’s health to heal himself, unless they carry Poisonous Blood.

Poisonous BloodSon of Hakkar

A Son of Hakkar leaves a poison cloud when it dies. Players who stand in it poison Hakkar when he drinks.

Corrupted Blood

A disease that jumps to players nearby.

Cause Insanity

Mind-controls a player.

Will of Hakkar

Mind-controls a player who then fights for him.

Your job

Tanks

Two tanks: if he mind-controls the first, the second taunts. Off-tanks bring the Sons of Hakkar to the raid.

Healers

Corrupted Blood ticks on everyone it reaches: heal it and stay apart. Top everyone up before Blood Siphon.

Melee damage

Before each Blood Siphon, kill a Son of Hakkar and stand in its poison cloud. Stay apart for Corrupted Blood.

Ranged damage

Spread out, and go to the poison cloud before every Blood Siphon.

Class jobs

Mage

Polymorph a mind-controlled player.

Priest

Don’t cure Poisonous Blood: the raid needs it on every Blood Siphon.

What gets people killed

  • Missing the poison before Blood Siphon: he heals and the raid loses a lot of health at once.
  • Players standing close together, spreading Corrupted Blood.
  • Every High Priest you skipped makes him harder.
Hakkar’s loot, with your upgrades marked →

Staying alive on Hardcore

There are no resurrections on a Hardcore realm: a soulstone, a battle resurrection or a spirit healer won’t bring anyone back. These habits keep a raid alive here.

  • Kill every High Priest: each one left alive makes Hakkar harder.
  • When Mandokir watches you, freeze. Say it in the raid before the pull.
  • Clear the trash around each boss; fears and knockbacks are everywhere here.
  • On Jin’do and Hakkar, a mind-controlled player is crowd-controlled, never killed.

Frequently asked questions

Is there an attunement for Zul’Gurub?

No. The entrance is in northeastern Stranglethorn Vale, and anyone level 60 can go in.

How do you summon the Edge of Madness boss?

An alchemist makes Gurubashi Mojo Madness, which is used at the Brazier of Madness. Which of the four bosses appears changes every two weeks.

How do you summon Gahz’ranka?

A player fishes with a Mudskunk Lure from a pool inside Zul’Gurub.

How often does Zul’Gurub reset?

Every three days.

Back to Zul'Gurub on the raids page: all its loot, with your upgrades marked

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