Lady Vashj

Lady Vashj is the sixth (and final) boss in Serpentshrine Caverns (CR4). To access her boss room, the raid must defeat Fathom Lord Karathress, Morogrim Tidewalker, and the mini-boss just outside of her boss room.

## **Mechanics**

### Phase One

* Positive Charge [Every 9 seconds] - 4 random obelisks will shoot a positive charge towards Lady Vashj that will permanently buff her spell damage by 1% per each Positive Charge that reaches her. If a hero (excluding tanks) intercepts the charge, they will take damage and receive a Positive Charge Debuff, which temporarily increases the damage from the next charge.

* Shock Blast [Every 12 seconds] - Lady Vashj pushes the current target back. If the pushed target is not in the water by the end of the knockback, the target will be stunned for a long time.

* Multi-Shot [Every 16 seconds] - Lady Vashj selects random heroes (excluding tanks) and shoots magical arrows at them, causing damage to all enemies in their paths, including the one targeted by the arrows. The designation for the multi-shot target is indicated by red markers above a player character's head.

* Electric Bomb [Every 25 seconds] - Lady Vashj conjures an Electric Bomb that slowly moves towards the water using the closest path available from the boss's position. If it reaches the water it explodes dealing colossal damage (fatal to most player characters).

### Transition Phase

* Arcane Power - At 70% and 40% health, Lady Vashj starts to accumulate Arcane Power for 30 seconds and becomes invulnerable. While invulnerable, the raid will occasionally receive damage and a small amount of mana from arcane explosions. Every 5 seconds, various servants emerge from the surrounding waters and rush to aid Lady Vashj in a specific order, West->South->East->North.

#### Adds - [70%]

* Fen Ray - Two Fen Rays first from the West Side of the platform, they have the ability to summon Fen Ray Offsprings which are weaker versions of Fen Rays that do not have abilities.

* Coilfang Tempest - Spawns from the South Side of the platform, he have an aura that provides 10 health regeneration per second and 10% movement speed to himself and other nearby allies (Lady Vashj and other Adds).

* Coilfang Enchantress - Spawns from the East Side of the platform, she has an ability she can place on any target including herself, the selected target will deal AoE tick damage to any player standing around the shielded target.

* Coilfang Archer - Spawns from the North Side of the platform, she is a ranged unit that will attack the nearest enemy until she is taunted.

#### Adds - [40%]

* Bog Giant - Spawns from the West Side of the platform, it has a disease cloud that applies a debuff to any player that comes into melee range of it. The debuff deals tick damage and remains for a brief period of time.

* Coilfang Deep Stalker - Spawns from the South side of the platform. He can use an AoE ability on anyone in the raid, which deals damage to the selected target and any players around the target in a small radius, the ability also slows the afflicted players for a brief period of time.

* Bogstrok - Four Bogstrok will spawn from the East Side of the platform. They each have a chance to critically strike with their base attacks.

* Naga Royal Guard - Spawns from the North Side of the platform. His base attacks cleave targets in front of him in a large radius for full damage.

### Phase Two

* Starts at 40% health after the second Arcane Power phase. Lady Vashj retains the following abilities: Multi-Shot, Shock Blast and Electric Bomb as from first phase (She stops using Positive Charge).

* Living Lightnings - Obelisks create living lightning that moves along the edge of the platform, and then towards the boss, causing high tick damage to any heroes in its path.

### Phase Three

* Starts at 15% health. Lady Vashj stops using Shock Blast and begins to summon randomized servants from the surrounding waters that made an appearance during **both** transition phases. Her attack speed also increases for the remainder of the encounter.

* Enrage [420 seconds]

## **Tactics**

* Designate a tank to Lady Vashj and a tank to receive all of the Shock Blasts. The stronger tank should be assigned to Lady Vashj. It is imperative that Lady Vashj is kept in the middle of the platform throughout the fight.

* Every player should pick a segment on the middle platform inbetween each obelisk. It is far safer to remain separated throughout the fight due to Multi-Shot inflicting damage to a designated player in a line from Lady Vashj's position. The main tank should be on [1], the off-tank should be on [2] or [8] and the healers should be on [3] and [7]

* Pick up as many Positive Charges as possible, but **do not** take a Positive charge while you still have the Positive Charge debuff. Also, is is dangerous to take Positive Charges when also targeted by Multi-Shot.

* It is recommend to not run away from the Multi-Shot because you take more tick damage as it travels, eating the Multi-Shot arrow without moving deals less damage.

* When the Electric Bomb spawns, **focus fire** it until it is destroyed, or else most of your raid will likely die from the explosion when it reaches the water.

* Healers shouldn't be stingy with their mana resource, they regain mana during Lady Vashj's transition phase in small bursts.

* During the transition phase, ensure that the tanks were assigned to two sides each for the spawning adds to pick them up right away. When one tank's side of adds has been cleared, the tank should prepare for Vashj's re-engagement ahead of time by standing near her so she does not attack other players.

* When Living Lightnings start to appear, position your hero accordingly to avoid taking unnecessary damage since you no longer have to pick up Positive Charges.

* On the third phase, the main tank continues to tank Lady Vashj in the middle while the Off-tank begins to prepare to taunt any add that appears during the phase. After taunting the adds, the Off-tank should kite them around the platform. It is recommended for healers to have their big healing cooldowns prepared for this phase.

## **Drops**

### Items:

Serpent Coil Braid - {Epic} - [Agility DD] - [Trinket] - (Ilvl 80)

Prism of Inner Calm - {Epic} - [Healers] - [Trinket] - (Ilvl 80)

Serpent Spine Longbow - {Epic} - [Hunters] - [Two-Handed Weapon] - (Ilvl 80)

Vesterments of the Sea-Witch - {Epic} - [Intelligence DD] - [Main Armor] - (Ilvl 80)

Lightfathom Scepter - {Epic} - [Priests, Int Druids, Int Shamans] - [Right-Handed Weapon] - (Ilvl 80)

Ring of Endless Coils - {Epic} - [Strength DD] - [Trinket] - (Ilvl 80)

Coral Band of the Revived - {Epic} - [Tanks] - [Trinket] - (Ilvl 80)

Belt of One-Hundred Deaths - {Epic} - [Tanks] - [Secondary Armor] - (Ilvl 80)

### Rare Items:

Fang of Vashj - {Epic} - [One-Handed Melee DD] - [Left Hand] - (Ilvl 85)

Bloodmoon - {Epic} - [Strength DD] - [Two-Handed Weapon] - (Ilvl 85)

### Essences:

Chosen of Elune - [Balance Druid] - [Epic Essence]

Short Circuit - [Elemental Shaman] - [Epic Essence]

Grace - [Holy Priest] - [Epic Essence]

Piercing Shots - [Marksmanship Hunter] - [Epic Essence]

Flourish - [Restoration Druid] - [Epic Essence]

Blessing of Wisdom - [Retribution Paladin] - [Epic Essence]

## **Changelog**

16.10 - Updated for 10.6.2.

21.04 - Updated for 13.2.3.