

Iron Qon fights alongside his three Quilen companions in sequential phases: Ro'shak, Quet'zal and finally Dam'ren.
After all three are defeated, Iron Qon enters a final phase and starts taking damage.
The last phase will ramp up damage the longer the raid stays in it.
Make sure to save cooldowns to get through it as fast as possible.
非常感谢 Pit & Jeri 作为中文文本的编辑所做的出色工作。
Iron Qon alternates between throwing spears, impaling tanks, and mounting new Quilen.
Spears erupt with differing elemental lines depending on the active Quilen.
Iron Qon throws a spear that deals Physical damage to players on impact.
The spear has a different effect depending on which Quilen you are fighting: Burning Cinders for Ro'Shak, Storm Cloud for Quet'zal, and Frozen Blood for Dam'ren.
Impale deals regular melee damage and debuffs the tank with a stacking bleed that ticks every 2 seconds.
This requires tank swaps or the use of immunities.
Iron Qon throws a spear that deals Physical damage to players on impact.
The spear has a different effect depending on which Quilen you are fighting: Burning Cinders for Ro'Shak, Storm Cloud for Quet'zal, and Frozen Blood for Dam'ren.
Manage Ro'shak's Molten Energy by forcing him to spend it on Unleashed Flame.
If 100 Molten Energy is reached, the raid will almost certainly wipe.
EVERYONE
MOVE
EVERYONE
STACK UP
Targets grouped players with a Fire blast that splits damage among all players within 10 yards and applies the Scorched debuff, increasing Fire damage taken by 25% for 30 seconds.
Five players must be grouped to be targeted by this spell.
The easiest way to deal with this mechanic is to simply tank it in melee. Stack up together and use some cooldowns as the debuff stacks get higher.
If Ro'shak reaches 100 Molten Energy, he overloads, dealing lethal Fire damage to the raid through Molten Inferno.
This has to be avoided through baiting Unleashed Flame.
Ro'Shak will use 10 Molten Energy to deal moderate raid-wide Fire damage.
He will chain-cast this ability if he gains Molten Overload.
If Ro'shak reaches 100 Molten Energy, he overloads, dealing lethal Fire damage to the raid through Molten Inferno.
This has to be avoided through baiting Unleashed Flame.
Ro'Shak will use 10 Molten Energy to deal moderate raid-wide Fire damage.
He will chain-cast this ability if he gains Molten Overload.
Work together to cleanse players of stuns, flee from the storm, and avoid tornadoes.
Stay on the opposite side of the boss to avoid being Dead Zoned and watch your health while hitting into reflect.
EVERYONE
AVOID THE DEAD ZONES
Targets a player with Freeze, rooting them.
After 1 to 5 seconds, they shatter, dealing moderate raid-wide Frost damage.
Targets a player with Freeze, rooting them.
After 1 to 5 seconds, they shatter, dealing moderate raid-wide Frost damage.
Lines of frost spawned from Iron Qon's spear that deal moderate Frost damage.
While players are in the effect, they gain a stacking debuff that reduces their movement, melee, ranged, and casting speeds by 25%.
On Normal, with all Quilen defeated, Iron Qon fights alone while all remaining tornadoes roam the arena.
On Heroic, all the Quilen return for a last stand.
He ramps a damage buff and does raid-wide AoE.
Kill him before he kills you.
A remaining tornado will be frozen, entombing any players it hits and dealing 5% of their maximum health every 2 seconds.
A remaining tornado will be set alight, pulsing Fire damage every 2 seconds until the encounter ends.
Iron Qon smashes his fist into the floor, dealing raid-wide Physical damage from 7 seconds, roughly every 25 seconds.
This becomes more dangerous as the phase goes on due to Rising Anger.
Be sure to have healing cooldowns rolling for later ones.
A remaining tornado will be frozen, entombing any players it hits and dealing 5% of their maximum health every 2 seconds.
A remaining tornado will be set alight, pulsing Fire damage every 2 seconds until the encounter ends.
Every 15 seconds, Iron Qon gains 10% Physical damage done and 10% attack speed.
Iron Qon smashes his fist into the floor, dealing raid-wide Physical damage from 7 seconds, roughly every 25 seconds.
This becomes more dangerous as the phase goes on due to Rising Anger.
Be sure to have healing cooldowns rolling for later ones.