Hex Lord Malacrass ( original ) Hex Lord Malacrass is the fifth boss in Zul ' Aman , the final obstacle before the raid can do battle with Zul ' jin . A devious plan . Information taken from worldofwarcraft . com " Malacrass had studied the Zandalari high priests and their ability to call upon the favor of the animal gods . He also knew that the elves had magically bound one of the mighty naaru , using it to channel the power of the Light into their own ranks . Malacrass had devised a similar plan : to seal the power of the animal gods within the bodies of the Amani ' s strongest warriors . Zul ' jin quickly approved the plan and lent his full support . Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods : the lynx , dragonhawk , bear , and eagle . Some adventurers fear that Malacrass may have bound a fifth , even darker essence within his own soul . . . " The Fight . Hex - lord has 4 adds ( described in more detail below ) . Each add is a different mob type and has differing abilities and will need to be CC ' d , off - tanked , or killed . During the entire fight , the Hex Lord will melee damage his highest threat target for ( amount ? ) . He will also use an ability called Soul Drain which gives him several abilities from a single class for 30 seconds ( described in more detail below ) . After his Soul Drain buff wears off he will lose his class abilities , stop melee dps , and cast Spirit Bolts on all members of the raid . As soon as he is done with the Spirit Bolts , he will immediately cast Soul Drain and gain a different classes ' abilities ( unless he drains the same class or player , which is not uncommon ) for 30 seconds . Alternating between the Soul Drain phase and the Spirit Bolt phase is basically the entire fight . After the Hex Lord reaches 80 % , his Soul Drain also gives him a stackable buff which increases his size and the damage of his melee , Soul Drain abilities , and Spirit Bolts . The longer you take to kill him , the harder he becomes . Key factors of the fight are : Abilities . Adds . He starts with 4 random adds , much like Moroes from Karazhan . There will always be a sap / sheepable , hibernatable , banishable , and shacklable mob but additional CC types may come in to play as well . Possible adds are : Far Left ( Humanoid ) Left ( Hibernatable ) Right ( Banishable ) Far Right ( Shacklable ) Spirit Bolts . Every 30 secs , Malacrass uses this ability , which deals 450 shadow damage to every member of the raid every 0 . 5 sec for 10 seconds . Can be resisted , but is not subject to line of sight . It increases in damage with each Soul Drain . Testing has shown that Dampen Magic / Amplify Magic does not change the overall damage for a Spirit Bolt volley . Therefore , Amplify Magic can be placed on the raid and the damage taken from the Spirit Bolts will not increase , thereby providing a nice increase to raid healing . The downside is that certain stolen class abilities ( like a mage ' s ) appear to do extra damage to Amplified targets . ( Additional testing is desired over anecdotal evidence . ) A Paladin ' s Concentration Aura ( especially improved with talent points ) is invaluable for allowing the raid healers to avoid pushback from the bolts . Soul Drains . Immediately after Malacrass finishes casting Spirit Bolts , he uses Soul Drain . Soul Drain is a channeled debuff that is placed on a random member of the raid . The person drained will not suffer any direct penalties , but Malacrass will gain some abilities from the target ' s class , which are outlined below . He has these abilities for 30 secs until he starts casting Spirit Bolts again , after which he will Soul Drain another ( or the same ) class . This continues for the rest of the fight . Strategy . Before starting the fight establish control methods and kill order for the adds present . Some raids may find it more useful to maintain crowd control on one or more adds through out the fight , while others will have enough DPS to kill all adds before beginning DPS on Malacrass . Note that Malacrass does not start stacking the Power Drain debuffs until his health reaches 80 % . If the stacking debuffs are a problem , kill all four adds before attacking Malacrass . The raid will then not have to spend mana , casting time , and cooldowns keeping adds controlled . Focus on quickly killing the adds . Be careful not to start killing AoE - attack capable adds ( like Slither ) during Spirit Bolts . Spirit Bolts will be cast every 30 seconds and last 10 seconds . Spirit Bolts can not be avoided via line of sight . Rogues should focus on using Cloak of Shadows to mitigate some of this damage . Following Spirit Bolts , Malacrass will select a new target for Soul Drain randomly from the raid . Power Drain . After dropping Malacrass to 80 % health he will begin to use Power Drain once every 30 seconds , increasing his size and damage by 10 % and reducing all player ' s damage / healing by 1 % . Once Malacrass begins Power Draining the DPS race begins because he will eventually become buffed enough to wipe your raid during Spirit Bolts . Quotes . Timer begins : Timer progression : Timer soon ended : Timer ended : Aggro : Death of an add : Casts Spirit Bolts : Soul Siphon : Power Drain : Killing a player : Enrage : Death :