Contents
Overview
Zul’Gurub is a 20-player raid in northern Stranglethorn Vale, the old capital of the Gurubashi trolls. The Atal’ai priests have returned to it to summon their Blood God, Hakkar the Soulflayer, and the Zandalar Tribe wants adventurers to stop them.
There’s no attunement, and the raid resets every 72 hours. Five High Priests stand between you and Hakkar, each one buffing him until it dies, plus several optional bosses: Bloodlord Mandokir, Jin’do the Hexxer, Gahz’ranka and a rotating Edge of Madness boss. Zul’Gurub is often seen as a catch-up raid, but it has some very strong loot, two highly sought-after mounts, and class head and leg enchants through the Zandalar Tribe.
Location
The entrance is in northeastern Stranglethorn Vale, east of Lake Nazferiti, at about 50, 17.
Horde players have the shortest trip from Grom’gol Base Camp. Alliance players can travel south from Duskwood or north from Booty Bay.
Boss Quick Reference
Critical Mechanics
Kill the High Priests before Hakkar. Each one gives Hakkar a buff, and he loses it when that priest dies. Aspect of Jeklik silences the raid, Aspect of Venoxis adds poison damage to Corrupted Blood, Aspect of Mar’li and Aspect of Arlokk reset his top threat target, and Aspect of Thekal raises his attack speed by 150%.
Use the Sons of Hakkar for Blood Siphon. Kill the Sons of Hakkar that spawn around the edge of the room and stand in the green poison cloud they leave. When Hakkar casts Blood Siphon, poisoned players make him damage himself instead of healing. Don’t cleanse this poison.
Stand still under Mandokir’s gaze. Threatening Gaze picks a random player. Anyone who keeps attacking or healing while it’s on them will be nearly one-shot.
Thekal’s three must die together. Thekal, Zealot Lor’Khan and Zealot Zath all have to die within 10 seconds of each other. Some raids split into three groups to keep their health falling at the same pace.
Notable Loot
Every High Priest also shares a loot table that includes
Band of Servitude and
Seal of the Gurubashi Berserker, and most bosses drop Primal Hakkari tokens. Those tokens, together with Zandalar Tribe reputation, buy the five-piece Zul’Gurub class sets. The Edge of Madness bosses drop the parts for the class trinkets, such as
Hazza’rah’s Charm of Magic and
Gri’lek’s Charm of Might.
Zandalar Tribe Reputation
The Zandalar Tribe’s quest hub is on Yojamba Isle, off the northwest coast of Stranglethorn Vale. A full Zul’Gurub run gives roughly 2,500-3,000 reputation. You can earn more by turning in Hakkari Bijous and coin sets to Vinchaxa on Yojamba Isle, which give Zandalar Honor Tokens, and by completing the class quests and
The Heart of Hakkar.
Reputation unlocks the class head and leg enchants, for example
Presence of Sight for Mages and
Falcon’s Call for Hunters, as well as the class sets.
Tips & Tricks
Bring a
Gurubashi Mojo Madness. You can buy one or have a level 300 Alchemist learn it from the tablet near the Edge of Madness brazier. It needs
Blood of Heroes,
Massive Mojo, 6
Powerful Mojo and a
Black Lotus.
Assign Threatening Gaze calls. On Mandokir, have someone call out the target so they stop in time. Each death also makes him stronger.
Herbalists: look for a
Blood Scythe.
Bloodvine only comes from herb nodes inside Zul’Gurub, and you need skill 300 and a
Blood Scythe to gather it. Jinxed Hoodoo Piles are the best source of the Scythe, but looting one can mind control a raid member.
Keep your coins and Bijous. They’re an easy source of Zandalar reputation on top of the run itself.
Related Guides
- Onyxia’s Lair Raid Guide (WoW Classic) — the single-boss 40-player raid
- Molten Core Raid Guide (Classic WoW) — the first 40-player raid in Classic
- WoW Classic Dungeon Leveling Guide (15-60) — every Classic dungeon by level range