To make it easy to navigate the guide, we have split it into 2 pages:
- Abilities: read about the encounter abilities;
- Normal/Heroic Strategy/Tactics: find out how to defeat the encounter in Normal and Heroic modes.
The Fallen Avatar is the penultimate encounter in the Tomb of Sargeras.
When Aegwynn defeated the Avatar of Sargeras, she was unable to destroy his avatar. In an effort to seal it away, the armor was entombed beneath the Temple of Elune, where it remained dormant for hundreds of years. Now, with the Legion tearing down the tomb's barriers, Kil'jaeden is in a position to reanimate the armor and unleash its power on Azeroth.
The Fallen Avatar is a primarily single target fight, testing the raid group's ability to deal with very punishing mechanics while still putting out consistent and high damage and healing. Coordination is key in the first phase, as the better you play the longer the phase can be prolonged. This leads to a shorter and easier second phase, which is a desperate race to the finish before the entire platform will be destroyed and the raid will be dropped into the lethal magma pit below. Fallen Avatar is a difficult and unforgiving encounter overall and will require exceptional preparation and knowledge to bring down.
- In the first phase one tank will hold the Fallen Avatar while the other tank will hold the Maiden of Valor.
- Perform a taunt swap and trade targets after 2 stacks of Desolate are applied by the Fallen Avatar.
- Use the Maiden of Valor to block the Energy beam when a Containment Pylon is active.
- In Phase Two the Fallen Avatar should be tanked on the corners of the platform and quickly moved out of the fel lava whenever Rupture Realities destroys pieces of the platform.
- Tank damage can be very high when a Containment Pylon is active, and externals may be necessary when the second stack of Desolate is applied to the Fallen Avatar tank.
- Have throughput cooldowns available for Unbound Chaos.
- Spot heal targets of Shadowy Blades.
- Be ready to provide heavy raid healing after each Touch of Sargeras.
- Raid damage is extremely high in the second phase: constant ticking damage from Sear and periodic spikes from each set of Dark Marks.
- Do not hit the Maiden of Valor in Phase One unless a Cleansing Protocol is being cast and the absorbtion shield is active.
- If you are targeted by Shadowy Blades, run to the back or edges of the room. If you are not targeted, avoid standing in the purple beams or risk taking unnecessary damage.
- Run as far away from the Fallen Avatar as possible when Rupture Realities is cast.
- Avoid standing in the green circles during Unbound Chaos.
- Avoid all of the Black Winds in Phase Two.
- Stack to split the damage from Touch of Sargeras and Dark Mark or they will explode on the raid for lethal damage.
Positioning is key when facing the Fallen Avatar. The ranged and healers will spread horizontally across the arena in front of the boss. Touch of Sargeras will force quick collapses in order to split the damage, and a spread ensures that no matter where they spawn there should be several raid members nearby. A clean spread also ensures that no collateral damage is taken from Unbound Chaos.
In the second phase, players should form one or two stacks behind the boss. This greatly enhances raid healing while making the stack for soaking Dark Marks simpler. When Dark Mark is applied the raid should soak in separate groups to avoid chain knock ups, rather than having the entire raid split the debuffs back-to-back.
During Phase Two, the boss should be tanked in the corners of the platform to minimize its destruction from Rupture Realities.
6. Bloodlust/Heroism/Time Warp
There are 2 options to use Bloodlust on this fight, each with distinct advantages. Using it on the pull ensures the shortest possible fight. Alternatively, it can be used nearing execute in Phase Two, as raid damage from Sear will be at its highest. This has the benefit of Bloodlust acting as both a damage and healing cooldown. Note that the time spent in Phase Two will likely not be much different for either usage as more damage in Phase One organically shortens the second phase (as the health carries over).
Potent damage and healing numbers along with strong environmental awareness will be a great asset when approaching this encounter. Prolonging the first phase as long as possible is essential to success, and failure to do so will result in consistent raid wipes. This is a "spread and stack" style fight, meaning that there are a variety of abilities forcing your team to group to split damage, though immediately following this there will be a separate set of mechanics forcing a quick spread. Approach this encounter with patience and persistence, as it can be quite demanding.
2. Positioning and Strategy
2.1. Phase One
Five lines in the floor stem out from the Avatar to glowing yellow circles; these are the positions in which the Fallen Avatar can spawn Containment Pylons. The Fallen Avatar will accrue Energy over time passively, and this cannot be prevented. The Maiden of Valor will also be active at the beginning of the fight. To begin the encounter the ranged and healers should spread across the room, staying somewhere between the pylon spawn locations and the Avatar himself to ensure healing range. This will greatly ease dealing with many of the mechanics of this fight as the area is quite large, which makes positioning conducive to a healthy spread.
The Fallen Avatar cannot be moved by the tanks, and one tank must always be in range to hold him to prevent Ripple of Darkness. The other tank should tank the Maiden of Valor. Whenever a Containment Pylon is active, the Maiden tank must immediately drag the Maiden into the beam to prevent the Avatar from gaining Energy. During this time, the Maiden will gain a stacking damage buff via Matrix Empowerment. Generally, this debuff should not be a major cause for concern and the tank damage should be manageable regardless. Tanks should swap jobs every 2 stacks of Desolate applied by the Avatar. Defensive cooldowns may be required for the second application depending on your class and level of gear.
When the Maiden of Valor reaches 100 Energy and begins her cast of Cleansing Protocol, all DPS should immediately switch and damage her until the shield is broken and a Malfunction is triggered. It is very important that no cleave or multi-DoT is done to the Maiden before this time, and that all DPS immediately switch and scrub DoTs once Malfunction occurs. This is because each Malfunction deals 25% of the Maiden's maximum health, and the Maiden is the only way to prolong the first phase. If the Maiden dies early (before the fourth and final Cleansing Protocol), you will enter the second phase earlier than desired and may result in a raid wipe in Phase Two. Conversely, it is equally important that you do not enter Phase Two (Avatar hitting 100 Energy) before the Maiden dies, as the Avatar will cast Consume and heal for her remaining hitpoints. This will also likely result in a raid wipe in the second phase.
Anyone targeted with Shadowy Blades should make their way to the back and edges of the room to deposit the pools of Lingering Darkness. The blades are denoted by a purple beam connected from the Avatar to their targets. Any players in this path will also take damage once the blades fire. Correct placement is important as they persist for the duration of the phase and can limit your space to deal with other mechanics.
When Touch of Sargeras zones appear, the raid must quickly divide up and stack within them to split the damage. On Heroic difficulty, only 2-3 players will be necessary to safely soak the damage (the more the better), assuming a 20 man raid. Failure to soak even one of these zones will result in a raid wipe, as they will deal massive raid wide Shadow damage if they are left alone. These can be solo soaked with immunities, such as Cloak of Shadows, allowing for the rest of the raid to have higher uptime on the boss.
When Unbound Chaos is cast you should run in a tight circle, minimizing overall movement and potential collateral damage to other players while still ensuring you take no damage from the eruptions. This is another instance where spread positioning minimizes the chance of fatalities.
The final and least threatening of the Avatar's abilities is Rupture Realities. This ability is very telegraphed, having a whopping 7.5-second cast time. The raid should use this time to move as far away as possible, as the damage is dramatically reduced by distance. Players with immunities can opt to stay in for increased damage and uptime, though consider these precious cooldowns may be better spent dealing with other mechanics. Following Rupture Realities the current Avatar tank needs to quickly re-enter melee range to avoid melee deaths and casts of Ripple of Darkness.
2.2. Phase Two
The only abilities present from the previous phase are Desolate and Rupture Realities. They are handled in the same ways as before, with the caveat that Rupture Realities now shatters the floor beneath the Avatar. The Fallen Avatar is mobile in this phase and should be dragged to the edge of the platform immediately by the active tank.
The raid will also take constant ticking damage from Sear in this phase. The damage starts low, but each time the platform shatters the Fallen Avatar will inevitably gain stacks of Fel Infusion, permanently increasing the ticking damage for the remainder of the phase. This promotes the ranged and healers to stack near the melee whenever possible to maximize raid healing. This also makes splitting the damage of Dark Mark simpler, which occurs quite often in this phase.
Periodically Black Winds will sweep the platform. They should be avoided at all costs, though there is no specific positioning or strategy for dealing with them.
Each time Rupture Realities shatters the floor, the boss should be moved back onto solid ground as soon as possible to minimize stacks of Fel Infusion. Provoke can be very helpful in this situation. The boss is usually able to cast Rupture Realities about 5 times before no platform remains and a wipe is all but certain.
The Fallen Avatar is the penultimate peril housed within the Tomb of Sargeras. This is a 2-phase encounter, much of which revolves around prolonging the first phase as long as possible. The inevitable second phase is a race to the finish, as the arena will slowly be destroyed around your group. If you are not fast enough, death is certain. This encounter favors groups with potent number output and clean coordination.
2. Phase One: A Slumber Disturbed
2.1. Fallen Avatar
The Fallen Avatar is completely immobile in this phase. The Avatar will generate Energy passively over time, and this cannot be prevented by any means. The rate of generation can be slowed by correctly performing certain abilities, leading to an extended Phase One. The Fallen Avatar's health is fixed, meaning a longer Phase One will equal a shorter Phase Two, as he will have less health when he reaches 100 Energy.
2.1.1. Touch of Sargeras
Touch of Sargeras creates 3 fissures of Shadowy energy that erupt after 8 seconds. Moderate Shadow damage is divided evenly among any players in the rifts at this time. If the rift is empty when it erupts, heavy raidwide Shadow damage is dealt instead.
2.1.2. Rupture Realities
2.1.3. Shadowy Blades
Shadowy Blades targets 3 players and travels towards them at high speeds. Upon impact, the blades deal moderate Shadow damage to their targets and any other players within 7 yards. They also create a pool of Lingering Darkness upon dealing damage that persists indefinitely, dealing moderate Shadow damage every 2 seconds and reducing movement speed by 50% to any players caught within them.
2.1.4. Unbound Chaos
Unbound Chaos targets a random player. After 0.5 seconds, the target marks their current location. 1.5 seconds later the marked locations explode, dealing moderate Chaos damage to anyone within 5 yards. The targeted player is also inflicted with Chaos Flames, dealing light Chaos damage every 0.5 seconds for 4 seconds.
Desolate inflicts heavy Physical damage to the current target, and increases damage taken from Desolate for 75% for 29 seconds. This debuff can stack.
2.1.6. Containment Pylon & Corrupted Matrix
Containment Pylons activate occasionally throughout the phase, sending a Corrupted Matrix beam of Wnergy to the Fallen Avatar that causes him to gain Energy every second for 39.5 seconds. The Maiden of Valor, however, can be tanked in a position to intercept the Corrupted Matrix, causing her to gain the Energy instead.
2.1.7. Ripple of Darkness
Ripple of Darkness is cast whenever a target is not in melee range of the Fallen Avatar, and deals moderate raid wide Shadow damage rapidly.
2.2. Maiden of Valor
2.2.1. Cleansing Protocol
Cleansing Protocol is cast upon the Maiden of Valor reaching 100 Energy. She places an absorption shield on herself for 13% of her maximum health, and begins an 18-second cast. If the shield is not broken by the raid's damage, Cleansing Protocol deals massive Fire damage to the entire raid.
If the Cleansing Protocol shield is broken before the cast concludes, the channel is cancelled and a Malfunction is triggered. This deals 25% of the Maiden's maximum health to herself in damage and stuns her for 4 seconds.
2.2.3. Matrix Empowerment
3. Phase Two: An Avatar Awakened
Phase Two commences when the Fallen Avatar reaches 100 Energy. He will shatter his bonds and the floor upon which Phase One took place, dropping the raid deep into the bowels of the Tomb of Sargeras. This phase takes place on a destructible platform floating atop a pool of Fel lava.
3.1. Dark Mark
Dark Mark brands a target, causing them to unleash dark energy after 6 seconds, dealing massive Shadow damage (split evenly) to all players within 8 yards as well as knocking them into the air.
3.2. Rupture Realities
Rupture Realities inflicts massive Fire damage to the entire raid. The damage reduces significantly with range from the Fallen Avatar. In this phase, Rupture Realities will also shatter the ground beneath the Fallen Avatar.
Sear causes waves of heat to emanate from the Fallen Avatar, inflicting light Fire damage to all players every 2 seconds. If the Avatar is ever standing in the Fel lava, the Fallen Avatar gains Fel Infusion (Heroic and Mythic only), permanently increasing the damage of Sear by 15%. This buff stacks every 2 seconds the Avatar is standing in lava.
3.4. Black Winds
Black Winds conjures storms that travel around the platform. Coming into contact with a storm inflicts moderate Shadow damage, as well as moderate ticking Shadow damage every 1.5 seconds for 12 seconds.
Desolate works identically to Phase One.
Our Raid Notes
Stay spread out. Melee should stay at max melee range
Fire the shadowy blades towards the sides.
Tank swap at 2 stacks of Desolate
Move towards back during Realities. Isra will charge back to tank boss to avoid him hitting anyone else.
3-4 player each pool. Healer/Range do the far/back ones. Melee on close ones.
Tank maiden in the stream of the fel energy. (will mark all locations). Only dps the maiden during cleansing protocol.
phase boss in the corners but out of lava
heroic mode: black winds, avoid tornados at all cost
Bloodlust on pull.