Grandmaster Vorpil Grandmaster Vorpil is the third boss of Shadow Labyrinth in Auchindoun . History . Near the end of the war against the draenei , Gul ' dan dispatched Vorpil alongside Blackheart the Inciter to investigate Auchindoun . After surviving the explosion that destroyed most of Auchindoun , they remained there for many years . In time , Ner ' zhul , Teron Gorefiend and Kilrogg Deadeye fled to Auchindoun to take shelter from the pursuing Alliance armies . They had been unaware of the presence of other orcs here , but Vorpil and Blackheart welcomed them . When presented with news of the betrayal of Gul ' dan , Vorpil pledged himself to Ner ' zhul . When Danath broke into Auchindoun to rescue Kurdran , Vorpil and Blackheart fought to stop them , but were beset by ghosts of dead draenei . In the confusion , Danath slew Kilrogg Deadeye in single combat . Ner ' zhul and Gorefiend teleported themselves to the Black Temple , and Vorpil and Blackheart fled back into the Shadow Labyrinth . Till this day they remain there , tempering with cosmic forces such as Murmur . Their followers form what is known as the Cabal . By his name , it is guessed that he is the Grandmaster of the Shadow Council in Shadow Labyrinth . Attacks and abilities . Void Rift and Void Traveler adds . When Vorpil is pulled , he will open 5 Void Rifts , one to the north , one to the east , one to the west , and two to the south . Each Void Rift will slowly spawn Void Travelers ( Voidwalkers ) . The Void Travelers move very slowly towards Vorpil and have ~ 2500 health . Upon reaching Vorpil , they will explode dealing ~ 1500 damage in a ~ 10yd radius , and also heal Vorpil for 4 % of his health . Mass Teleport & Rain of Fire . Draw Shadows teleports the whole group and himself on the pedestal he stands on before the pull . Vorpil then casts Rain of Fire , causing ~ 900 fire damage / tick . Shadow Bolt Volley . Vorpil will at times cast a Shadow Bolt Volley , which hits for ~ 1500 shadow damage in a large radius around Vorpil . Heroic mode . In Heroic Mode Vorpil will banish a random player in the group , who will not be teleported with the rest of the group to the pedestal . The banishes will occur all throughout the fight , not just before a teleport , and hunter / warlock pets can be banished . The tank " can " be banished . Note that this Banish can only be dispelled with the Priest ' s Mass Dispel ability . Further , Rain of Fire will hit for ~ 1600 ( tank ) - 1800 per tick , and both Vorpil and the voidwalkers have substantially more health . Battle progression . The fight starts as soon as one of the players moves close enough to Vorpil to aggro him . The entire room will aggro so the room must be cleared before engaging . Vorpil will immediately open the Void Rifts around him , and Voidwalkers will start spawning , at an increasingly faster rate as the battle progresses . Vorpil will engage his aggro target in melee combat , always attempting to stay in melee range . After some time has progressed , Vorpil will cast Draw Shadows teleporting the party and himself to the pedestal he started on , and immediately cast Rain of Fire . Usually following Rain of Fire Vorpil will also cast Shadow Bolt Volley , whereupon Vorpil will engage the player with the highest threat in melee combat again until the next Draw Shadows is cast . This continues until every member in the party is dead , or Vorpil is killed , at which point the Void Rifts close , and Voidwalkers disappear . Strategy . The most common strategies for defeating Grandmaster Vorpil are to stem the flow of voidwalkers by killing them , to maneuver Vorpil around so that the voidwalkers never reach him in order to explode , or to burn him before they are numerous enough to cause a problem . Either way , the battle outcome will be dictated by how well the group manages these voidwalker spawns , as their spawn rate will soon cause the group to be overwhelmed , and the chain of exploding voidwalkers will quickly kill the party . Kiting Tactics . South - North Voidwalker Kite . This strategy utilizes the slowness of the voidwalkers to the max . During the fight , all DPS is focused on Grandmaster Vorpil at all times . The main tank , who must at all times hold aggro , will move down one of the hallways , forcing Vorpil to follow him . The voidwalkers will slowly funnel down the hallway , away from their spawn locations towards Vorpil . Typically the first kite is to the south , as there is more available kiting distance . It can be useful to station the group , other than the puller , about two thirds of the way to the south end of the room and immediately pull Vorpil to that location , just beyond the maximum distance the voidwalkers will reach before the teleport . This eliminates potential difficulties with maintaining targeting and damage during the kite . It also helps prevent voidwalker healing if the tank losses aggro , as Vorpil is less likely to be running into voidwalkers in that case . At the time of the Teleport , everyone in the party exits the Rain of Fire to optionally kill any voidwalkers dangerously close to Vorpil , then head down the opposite hallway of the last kite . The main tank , who will remain the highest threat to Vorpil , will immediately head down the hallway in the opposite direction of the first kite . The time before the next teleport will give the voidwalkers enough time to funnel down the new hallway , and the process is repeated until Vorpil is dead . During the time of the Rain of Fire , and before the tank is on top of Vorpil again , the party must take care not to take aggro from the main tank , and if that happens , they must be careful to kite Vorpil to the main tank again . All - South ( Metronome ) Kite . There are dangers to the strategy just described , although its principles are sound . Often , the group will become confused by which direction they are supposed to go , Line of Sight becomes an issue , and northward kites tend to place voidwalkers right on the teleport destination . Less organized groups with low DPS may prefer a method known as The Metronome . In it , Vorpil is always directed south - but towards the walls of his room , in an alternating west - east pattern . 1 . Beginning with the southwest position , the tank must pull Vorpil onto the nearest skeleton mound and establish solid aggro . As the voidwalkers near , draw Vorpil further south , onto the next skeleton mound . Once there , take him west against the wall , allowing for the best Line of Sight to the pursuing party members , and hold him there until the teleport occurs . 2 . After the teleport , run up the mound to the east , even into the niche in the wall , to make Vorpil ' s approach angle as extreme as possible . When he has passed the pack of voidwalkers , exit the niche , continue south , and then head for the east wall . Repeat 1 & 2 until Vorpil dies . Absolutely no voidwalkers need to be killed using this method , though it does get scary after the fourth teleport . This method can be made even easier with a Misdirection pull , and with Frost Nova on the pack of voidwalkers after each teleport . " Note : Make sure to clear all skeletons from the mounds immediately prior to pulling him . There are a few spawns far up on top that do not pull with the lower - down ones . " Combination Strategy ( Heroic Mode ) . If you are having trouble killing him on heroic mode , try this strategy . Assign one person to kill as many of the voidwalkers around the platform as possible , while the other four party members do the north - south kiting described above . This way , you will have less healing and explosions during a teleport . Frost nova , slowing trap , etc . also helps during teleports , especially later in the fight when there are more of them . Non - Kiting Tactics ( Require High DPS ) . When the fight starts , the party will be given some lead time before the Voidwalkers approach Vorpil , since they move so slow . If the party can muster enough damage output before the first and second teleports , it is possible to wear Vorpil down before Voidwalkers are so many they become a problem . Mound Fight ( Involves Killing Voidwalkers ) . This strategy offers a much less chaotic fight , and you can easily have him dead after the first summon . Pull Vorpil to the right mound next to his dais . Assign the lowest direct damage DPS to kill voidwalkers as they move up the hill . Shadow Priests are great to use , as they will be in constant Spirit Tap while nuking the voidwalkers , and can place DoTs on Vorpil . Placing Vorpil on the mound for the fight funnels all his void walkers into a few paths and makes killing them much easier . It also makes this fight much easier for even average tanks to maintain aggro . For shamans , totems should be placed at the top of the mound at the start of the fight . Bloodlust can be popped once Vorpil is on the top of the mound if he ' s been walked to the top by the tank . Vorpil ' s first summon occurs around the 40 second mark , so you can easily be ready for it . Jump off the dais , all DPS moves to the mound and have the tank waiting below to walk him back to the top of the mound . Repeat until dead . Ledge / Pillar Fight . Before the fight , all members of the party move to the western ledge of the platform as you face him ; if the party hugs the wall , they can all move into position without aggroing him . The tank pulls Vorpil to this ledge , and the party members pour on the damage until he is dead . With a decently high DPS group , it is possible to bring him down to under 20 % before the first teleport . After the ' port , the party returns to their spot on the ledge , and continues the fight after the tank regains aggro . If the DPS isn ' t high enough to take him down before the voidwalkers become a problem , the party can move the fight behind the column in the northwest , making it more difficult for the voidwalkers to get to him do line of sight . Crazy DPS Strategy . If you have a druid tank , you can also have him switch to his DPS gear , and have all four DPSers go all out on him straight - away . He hits for very little , so any decent healer can heal a clothie with aggro . Just be sure to keep standing still if you have aggro , so as to allow the melee to be in range . A variation on this strategy is to have the healer doing damage as well ; a well - geared shadowpriest will be able to do a substantial amount of damage while also keeping the party up .