

This is a single phase fight.
Tanks swap on Static Burst and Thundering Throw.
Stand in the pool of Conductive Water to gain a DPS buff.
Kite Focus Lightning orbs to the side of the room where the pool won't expand onto it.
Stack during Lightning Storm on Normal for healing.
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Jin'rohk only has one phase and rotates the abilities used.
EVERYONE
MOVE TO POOL
Jin'rokh hurls the current tank at a Mogu statue, breaking it and dealing Physical damage to the tank.
When the tank lands, they deal Nature damage and stun all players within 8 yards.
The shattered statue creates a pool of Conductive Water. The pool grows over time and interacts dangerously with lightning abilities.
Standing inside the pool applies the Fluidity buff, which increases damage dealt by 40%, healing received by 40%, and Nature damage taken by 100%. The buff is removed immediately when leaving the pool.
Tanks should swap for the Thundering Throw mechanic.
IF TARGETTED
MOVE OUT
Summons an orb that fixates a player and follows them until it detonates, dealing Nature damage to all players within 8 yards and leaving a Lightning Fissure.
Drag these out to the side where no other player is within 8 yards, and the pool won't reach.
If Focused Lightning detonates near or inside Conductive Water, the explosion conducts through all players in the pool, causing a high amount of raid damage.
The Focused Lightning orb also detonates if it touches Electrified Water, dealing massive damage to all players within 8 yards.
EVERYONE
MOVE FROM FISSURES
Lightning Fissure is a ground effect left after Focused Lightning detonates, which deals periodic Nature damage.
If the Conductive Water grows and reaches a Lightning Fissure, it removes it and causes large amounts of Nature damage to anyone in the water.
EVERYONE
DODGE ORBS
Deals Nature damage to the raid and applies Static Wound to the active tank.
This is a tank debuff that causes each boss' melee to deal additional Nature damage and splash a portion of it to nearby players.
Tanks should swap after the Static Wound debuff is applied, and it should roughly fall off in time to tank swap for the next application.
Frontload a cooldown as this debuff loses stacks for every melee attack, reducing the damage.
Static Wound damage also chains through players standing in Conductive Water.
Channel that deals heavy raid-wide Nature damage over time.
When the storm ends, all pools become Electrified Waters. Players must leave the pool as it deals heavy damage to anyone in it, and no longer gives Fluidity.
Deals Nature damage to the raid and applies Static Wound to the active tank.
This is a tank debuff that causes each boss' melee to deal additional Nature damage and splash a portion of it to nearby players.
Tanks should swap after the Static Wound debuff is applied, and it should roughly fall off in time to tank swap for the next application.
Frontload a cooldown as this debuff loses stacks for every melee attack, reducing the damage.
Static Wound damage also chains through players standing in Conductive Water.
An Implosion is caused when an orb focused on a player clashes with a Lightning Fissure. This deals massive Nature damage to all players and increases their damage taken from Implosion by 10%.
When focused by an orb, make sure to avoid the Lightning Fissures.
Channel that deals heavy raid-wide Nature damage over time.
When the storm ends, all pools become Electrified Waters. Players must leave the pool as it deals heavy damage to anyone in it, and no longer gives Fluidity.