Uldir is a raid instance introduced in the World of Warcraft: Battle for Azeroth expansion. There are a total of 8 new bosses available within Uldir. The raid is available in the following difficulties and sizes:
- Raid Finder;
- Normal mode (between 10 and 30 players, using the flex system);
- Heroic mode (between 10 and 30 players, using the flex system);
- Mythic mode, the hardest difficulty in the game (available only in 20-man size).
In terms of PvE progression, this is the 22nd tier, and is the first raid of the Battle of Azeroth expansion.
Currently, we offer you the following strategy guides:
Uldir, is a mostly linear raid instance with 8 total bosses. The order of the bosses is as follows.
- In any order
- Fetid Devourer
- Zek’voz, Herald of N’zoth
- Zul, Reborn
- Mythrax the Unraveler
After Taloc and MOTHER have been defeated, the raid is free to choose the order of the next three bosses. Zul becomes active only once all three are defeated.
Overview of the Instance
Uldir is a titan facility located deep within the heart of Nazmir. It served as a research and containment facility to conduct experiments on the Old Gods, before falling into disarray and corruption.
Taloc is the first encounter in Uldir. This is a two phase fight with a brief elevator interlude. The main phases of the fight revolve largely around players dropping damaging puddles on the ground, and the tanks cleaning those puddles up as best as they can.
MOTHER is the second encounter in Uldir. This is a two phase fight that has the raid move from one side of the boss room to the other, slowly passing through force fields that deal raid wide damage and spawn adds when crossed. This fight depends on controlled movement and organized crossings.
Fetid Devourer is an encounter that will test the durability of your tanks. While there is no tank debuff to speak of, this multi-headed aberration melees incredibly hard, and will strike the nearest target to the active tank for 300% melee damage on every 4th swing. It also has a knock back, a lethal cone attack, and priority targets that spawn across the room, making this a rather movement intensive fight.
Zek’voz is a chaotic fight that unleashes a plethora of mechanics onto the raid. Each phase will spawn different types of adds that need to be controlled in their own way, some needing to be interrupted, others needing to be knocked back or stunned. This fight forces the player to constantly be at odds with themselves, with many mechanics that overlap and prevent players from executing other mechanics optimally. The final phase also involves a race to kill the boss, as more and more of your raid becomes mind controlled. Remaining calm and handling mechanics and adds as they come is key to success on this encounter.
Vectis is a relatively straight forward fight, the main mechanic of which depends on passing several DoTs around the raid properly. These DoTs will jump to the closest player once they expire, and leave a permanent debuff that increases nature damage taken. So long as these debuffs are kept spread out among the raid, the intermittent bursts of raid damage should not be too threatening. Vectis will cycle between two phases, the second of which has players soak bombs while dodging line projectiles emanating from the boss. Ultimately mastery of this fight will come from proper stack management and being vocal about where the debuffs need to jump.
Zul is the sixth encounter in Uldir, and is an add-control fight. During the fight Zul will spawn a variety of different adds that need to be picked up by the tank, and either AoEd down or pulled out of range of other adds, depending on their type. When Zul reaches 40% health he will enter his second phase and start dealing heavy raid damage. He will stop spawning adds, and instead inflict players with a DoT that will leave an enormous blood pool at their feet upon expiration. Quickly and cleanly pushing into this phase will minimize the damage Zul can do to the raid, and will help in guaranteeing a kill.
Mythrax the Unraveler is the penultimate encounter in Uldir and revolves around health management. Getting struck by mechanics in this fight will grant stacks off a debuff that reduces your maximum health by 1% and inflicts a small amount of shadow damage every 3 seconds. Orbs are dropped from certain mechanics that will reduce your stacks when collected. Avoiding damage and ensuring these orbs are given the tanks and other players in need is crucial for ensuring success against this boss.
G’huun is the final boss of Uldir and is a three phase encounter with a healthy blend of add management, high mobility sections, and “Patchwerk” style DPS windows. Throughout the first two phases, the raid will need to send teams up to the upper area of the room in order to ferry Power Matrices into the Titan machine at the back of the room. When the machine is fully charged it will stun all enemies in the room for 24 seconds, increasing all damage they take by 100% and dealing damage to everything in the room, friend and foe alike. This fight requires everyone in the raid to be able to work as a team and complete unconventional objectives in order to defeat the boss.