Trial of the Champion Trial of the Champion ( sometimes called " Crusaders ' Coliseum : Trial of the Champion " ) is a 5 - player dungeon in the Crusaders ' Coliseum . It involves three encounters , each of which rewards a Champion ' s Seal in Heroic mode . Start the event by speaking with Arelas Brightstar or Jaeren Sunsworn in the center of the coliseum once the party is mounted atop their Argent Warhorses . Every loot item which drops in both Normal and Heroic modes of this dungeon is of epic quality . The loot for Normal mode equals or surpasses 10 - man Naxxramas drops in some slots . The loot for Heroic mode equals or surpasses 10 - man Ulduar drops in some slots . Its difficulty should not be underestimated : Trial of the Champion is by no means a " get epics quick " scheme for under - geared players . Bosses . The dungeon progresses in a linear fashion , but with a different encounter set based on the player ' s faction : The first encounter pits the player ' s party against three champions of the opposite faction : The second encounter is three packs of three trash mobs , followed by one of either : Finally , all parties will face the ' surprise ' encounter of : Grand Champions Encounter . This encounter is done on the Argent Warhorse . To mount the warhorse the player must have a lance equipped . Lances can be found at the entrance of the Dungeon . The encounter starts with some Role Play with the herald introducing the players and the Champions . As of Patch 3 . 2 . 2 , if everyone in the group has seen the event since said patch , you have an option to skip the event . The fight consists of 4 " packs " . The first three packs can be considered " trash " and consist of three groups of three mounted mobs of the race of the three representing Factions . The fourth pack are the three Champions . The trash is handled easily by focusing on one mob at the time ( mark them out ) . If all 5 players can charge in on the same initial target , it should go down quickly after if not already at the 5th charge because of javelins throws ( 2 ) of the first chargers . Try and focus on the same second target and the trash mobs should go down pretty easy . Make sure you keep up your shield ( 3 stacks ) at all time during this encounter . Note that , if your mount is killed and you are dismounted , you can obtain a fresh mount provided you stay alive long enough to reach one . Positioning yourself near a fresh mount when you ' re about to be dismounted helps . When the three trash packs are down , the three Champions will attack your group . Basically this is the same deal : all focus on one target and they should go down . The difference is that they have more health and use more shields than the trash . Note that when you take down a Champion , he will try to get back on one of the mounts on the outside . You can prevent him from doing that by simply running over him with your mount . All three Champions must be downed at the same time before you can engage the Champions in normal combat . To do this agree on one person to stand on the first downed Champion , so he gets knocked down the moment he tries to get up ( just standing still on a Champion is enough to knock them down again ) . Same goes for the second Champion . Once all three are down , you are going to be dismounted . The champions will walk to their gate and reset . Now , equip your normal weapon again ( important ) and engage the Champions . None of the Champions are susceptible to any form of Crowd Control , except stuns and silence effects such as a Priest ' s Silence or a Mage ' s Improved Counterspell . By and large , the following order should be followed to ensure a smooth victory ; Argent Champion Encounter . The next phase will feature three trash packs , followed by one of either Argent Confessor Paletress or Eadric the Pure . The trash packs consist of one Argent Priestess , one Argent Lightwielder and one Argent Monk each . On the whole , the kill order should be Priestess > Lightwielder > Monk - on heroic mode , the Monk will channel a spell that reduces cast and attack times by 70 % when he is ' killed ' . This shield , and the effect , can be broken by Mass Dispel or Shattering Throw . Once all three trash packs are dealt with , the boss ( whichever one you ended up with ) will become hostile and attack . Eadric the Pure . Eadric the Pure needs to be controlled quickly as his passive buff , " Vengeance " , causes his attacks to crit quite often , and he can quickly kill a healer or ranged DPS if the tank isn ' t quick enough picking him up . Once engaged it is a relatively simple tank - and - spank encounter . He will make use of two moves during the fight ; Once reduced to 1 health , Eadric will run to the center of the arena , place his loot chest , and then flee . Argent Confessor Paletress . Once hostile , she will begin casting Holy Fire and Holy Smite at random party members ; both of these , as well as her rather powerful Renew , can be counterspelled and interrupted , so do so when possible . Her Renew can also be dispelled from her or her summoned add , and since it ticks for 15 - 20k , it ' s advisable to do so . When she is first reduced to 50 % she will knockback and stun all party members and summon an add , " Memory of X " - where X is a randomly selected boss from seemingly anywhere in the game , including Ignis the Furnace Master , Edwin VanCleef , Hogger , Lady Vashj and others . Regardless of what the add may resemble it will have only a few basic attacks ; a magical debuff ( + 90 % cast times ) , a party - wide Fear ( " which can be resisted through Berserker Rage or Fear Ward , or removed through trinkets / spells / racials , but cannot be interrupted during the casting " ) and melee attacks . Once summoned , all DPS should focus on killing the add and ignore Paletress , as she will throw up a shield protecting her from harm and returning 25 - 50 % of all damage dealt to her to the caster . This shield will vanish when the add is slain and she can then be defeated . Note that even whilst shielded , moves such as Taunt , Dark Command , Growl ( from a Druid ) and Death Grip will still work to direct her focus at the tank for a short while , which can help keep damage away from the rest of the group . As with Eadric the Pure , once reduced to 1hp , she will run to the centre of the arena , place her loot cache , and leave . The Black Knight . When the party asks their herald to begin the fight after Eadric or Paletress are defeated , he will point to the edge of the arena and state " Wait . . . what ' s that , up in the rafters ? " A short RolePlay session will begin where the Black Knight , atop a Bone Gryphon , flies into the arena , kills the Herald ( " Arelas Brightstar for Alliance or Jaeren Sunsworn for Horde " ) for ruining his " grand entrance " and engages the party in a three - phase fight . In the first two phases he will have one or more Ghoul pets - be aware that these can all use Explode much like the ability given to players affected by Raise Ally , and on heroic mode this damage can be quite devastating . Through the first two phases , he will lay the standard Death Knight diseases ( Frost Fever and Blood Plague ) on his target , as well as spawning Desecrated Ground periodically . The damage from this is ignorable with a good group but a slightly less geared group may wish to drag him out of it to minimise the amount of stress - related hair - loss inflicted on the healer . In Phase 1 , the Black Knight , returned from the dead , appears as a Forsaken in his old armour . He will raise the body of the slain Herald from the dead as a Ghoul which will also engage the party ; the tank must be aware of this to pick him up so he doesn ' t kill your healer . The Ghoul is not elite , and a solid melee DPS can easily ' tank ' him if needed - but all DPS should focus on it to kill it fast enough that it does not explode , especially if you want the heroic - only achievement , . Once the Ghoul is defeated , the party can then kill the Black Knight . Hm , that seemed too easy . . . oh , never mind , he ' s getting up again ! This guy doesn ' t know when to give up . In Phase 2 , the Black Knight will rise as a Skeleton and instantly spawn an Army of the Dead . There are two strategies here . You can kill either the Black Knight or the Army first , but if you kill him first , all the remaining ghouls will explode after a short time all together , so it ' s advisable to AoE them down , especially if you ' re going for the achievement . Once the Army of the Dead is dealt with and the Black Knight is dead once again , you ' re on to phase 3 . Third time ' s the charm - the Black Knight gets back to his . . . er , ghostly remnants of feet and comes at you a final time . There are no adds to deal with in this final phase , but he will constantly deal damage to all party members , so spells like Divine Sacrifice or Hand of Sacrifice will help the party or a single , particularly fragile , party member alive . One party member will also be afflicted by " Marked for Death " - the healer MUST keep their eyes open here as Marked for Death will increase their magical damage taken by 200 % and this can very quickly result in their death if not watched for . Other than that , it is a tank - and - spank fight . When slain this third and final time , he stays dead , and you can collect your loot from the blackened orb he leaves behind like any other Wraith . Note , if the Desecration effect from Phase 2 is still present when he resurrects , move out of it quickly , as it will lay you to waste in very short order when coupled with Marked for Death . If you have a Priest , Druid or Shaman healer , the easiest way to get through this phase is often to have all party members gather as close to the boss as possible and have the healer chain - cast group heals such as Prayer of Healing , Chain Heal or Wild Growth , with the occasional focused heal for whoever ' s afflicted with Marked for Death . Loot . Heroic mode . " On heroic mode , each encounter includes an and a . "