

Heroic adds Dire Call, which periodically buffs all enemies currently alive and spawns a Direhorn Spirit.
Direhorn Spirits fixates on players and can only be seen by the player targeted. Needs to be dealt with before they reach their target.
One tank should stay on the boss while the other focuses on picking up adds.
Focus on landing interrupts and dispels to counter most of the dangerous spells from the troll forces.
Charge the boss into the doors to increase his damage taken.
Horridon is active throughout the fight and needs to be tanked.
Dinomancers will spawn at a set time after each door opens.
They need to be DPSed down, so they drop their Orb of Command, which the raid can use to force Horridon to charge and close each door.
EVERYONE
AVOID GETTING HIT
USE THE ORB
TO CLOSE THE DOOR
At 50% health, the DInomancer gains a 50% damage done buff, stops casting Dino-Mending, and drops the Orb of Control.
A player must click the Orb of Control (starting a Channeled cast) and force Horridon to charge into the current door.
Horridon will be stunned for 10 seconds and gain a stack of Cracked Shell, a 50% damage taken buff. He gains one stack per door closed.
IF FIXATED
KNOCK AND KITE THE SPIRIT
A Direhorn Spirit fixates on a player, and is only visible to them.
They deal heavy Physical damage if it reaches their target.
With Weak Link, any spell used by the fixated player knocks the Spirit back, helping you kite.
Raid-wide Physical damage that simultaneously buffs all adds alive, giving them 50% increased attack speed, and spawns a Direhorn Spirit.
Horridon charges toward a player and performs a Double Swipe.
The fixated player should run in front of the boss to keep him facing the same way, making it easier for the raid to dodge Double Swipe.
Horridon applies a stacking Physical bleed that increases damage taken from subsequent Triple Punctures by 10%.
A single tank can be used, but needs to manage cooldowns effectively as the fight goes on.
Raid-wide Physical damage that simultaneously buffs all adds alive, giving them 50% increased attack speed, and spawns a Direhorn Spirit.
Horridon applies a stacking Physical bleed that increases damage taken from subsequent Triple Punctures by 10%.
A single tank can be used, but needs to manage cooldowns effectively as the fight goes on.
Horridon charges toward a player and performs a Double Swipe.
The fixated player should run in front of the boss to keep him facing the same way, making it easier for the raid to dodge Double Swipe.
The Farraki door spawns Skirmishers, Wastewalkers, and Stonegazers.
Recommended kill order is Wastewalker > Stonegazer > Skirmisher, but always prio the Dino-mancer once it spawns.
EVERYONE
AVOID THE TRAP
The Gurubashi door spawns Bloodlords, Venom Priests, and Venomous Effusions.
Recommended kill order is Venom Effusions > Venom Priest > Bloodlord, but always prio the Dino-mancer once it spawns.
EVERYONE
MOVE AWAY
A Gurubashi raptor charges a player and applies a bleed that deals strong Physical damage over 15 seconds.
The Drakkari door spawns Champions, Warriors, Frozen Warlords, and Frozen Orbs.
Recommended kill order is Warlords > Warriors / Champions, but always prio the Dino-mancer once it spawns.
EVERYONE
AVOID ORBS
The Amani door spawns Protectors, Flame Casters, Warbears, and Beast Shamans.
Recommended kill order is Beast Shaman > Warbear / Flame Caster > Protectors, but always prio the Dino-mancer once it spawns.
EVERYONE
MOVE OR KILL THE TOTEM
Deals massive Fire damage to a single player. Can and should be interrupted.
Deals massive Fire damage to a single player. Can and should be interrupted.
The shamans target a random player with Chain Lightning, which bounces up to 3 times to players within 5 yards, dealing 50% more damage per bounce.
This should be interrupted.
After the four doors are cleared, War-God Jalak joins the fight, and Horridon becomes empowered if Jalak dies.
Raid-wide ramping Physical damage that increases each cast. Requires raid cooldowns for the later casts.