Morogrim Tidewalker (Flex Heroic)

## Overview

Morogrim Tidewalker is the third boss of Serpentshrine Cavern, and is accompanied by his 3 Murloc Generals and waves of Murloc Warriors.

He has 7,5M health at a raid size of 10, which is the minimum health scaling, increasing with 10% per player above 10 up to 25 players.

This Boss has a 10 minute enrage timer.

## Abilities

#### Fierce Blow

This is a special melee ability that has a chance to trigger every 3 seconds.

#### Tidal Wave

Tidal Wave is a conal ability that deal 9000 - 11200 Frost damage, and he will perform this ability 10 seconds after pull and then every 20 seconds. Morgrim must therefore be tanked facing away from the raid.

#### Earthquake / Summon Murlocs

Morogrim stomps the ground, inflicting 40% weapon damage to all enemies and knocks them down. He will perform this ability initially after 25 seconds, and then be on a 30 second timer. This ability will trigger the Murloc event and be followed by Rising Bubble.

#### Rising Bubble

Rising Bubble will encapsule a minimum of 2 raid members, disabling them while rising up in the air. If the health of the bubbles are not depleted before reaching 30 yards, it will burst dealing fatal damage to the encapsuled target.

#### Water Globule

Water Globule are untargetable orbs that fixates and floats towards the nearest enemy entity (player, pet, demon, totem) on spawn. It will inflict 2000 - 2800 Frost damage and freeze its target and all surrounding enemies within 10 yards for 8 seconds. It has 4 spawn locations, and Morogrim will spawn it after 20 seconds, and then be on a 30 second timer. Make sure a pet/demon or a totem is closest target on spawn.

## Adds

#### Murloc Event

Every 30 seconds, Morogrim will cause an Earthquake which will alert nearby Murlocs and they will come to assist him. Every odd number of Earthquakes (1,3,5..) will spawn 1 Murloc General (Mgrmr, Grrblgr and Ergrgl) which all have their set of special abilities in addition to 12 Tidewalker Lurkers. Every even number of Earthquakes will only summon 12 Tidewalker Lurkers. That means you will have 1 Murloc General spawn every 1 minute, in the order below.

#### Mgrmr - [Wave 1, 7] - Healer

Healing Circle: Summons a healing circle controlled by Mgrmr, healing all ally murloc within a 5 yard radius Circle, for 10% of their maximum health per second.

Wildgrowth: Causes an ally murloc to grow in size and healing him for 20% of his maximum health per second and increasing all his damage done by 50%. Can be Mass dispelled & Purged.

#### Grrblgr - [Wave 3, 9] - Warrior

Blurg: Inflict 50% weapon damage to nearby enemies and knocking them up.

#### Ergrgl - [Wave 5, 11] - Caster

Icy Aura: Channels an icy aura that causes ally murlocs to chill nearby enemies, reduces their movement speed by 75%

Frostbolt: Inflict 4000 to 5600 frost damage to an enemy and reduces his movement speed by 50%

#### Tidewalker Lurker

A warrior type Murloc without any special abilities. Will spawn in packs of 6 from each entrance.

## Tactics

#### Line up

Morogrim is 1 tankable, but to avoid stress and unecessary deaths caused by Murlocs, it is suggested to run 2 tanks. You can run a full melee setup as long as everyone instantly swap target to the Rising Bubbles (as they can rise out of range quickly) and have Shadowstep to access the Healer murloc. You can also run 1-2 healers as there is very little damage going out on the raid this encounter, even solo-healing as long as the 1 healer can sustain the tanks and do some occasional healing on the raid (Earthquake, Murlocs).

Face Morogrim away from the raid, have the raid stack up at max melee range behind his legs for an easier time.

Place Totems with a long duration on the two markers on the illustration to the right to negate the Water Globules, as they will all fixate on your totems. Remember to refresh these totems, as the fight can last longer than 5 minutes and they can be killed by Murlocs.

#### How to deal with adds

All Damage dealers and Healers should **use Fade** directly after the Earthquake, making the Tidewalkers fixate on the tanks, giving them an easier time. It is also suggested to bring damage dealers with some cleave, or even one who utilize Incinerate with the Flame Surge epic RE, or Fan of Knives to easily discard of the adds. Prioritize killing the Murloc Generals, as their special abilities have the highest chance of wiping your raid.

#### Tips & Tricks

Frost Resistance Aura (or Frost Resistance Totem) will give you an initial 70 Frost Resistance, granting a 16,6% reduced Frost damage taken if you previously had 0. (40 yards)

Fade is extremely valuable for this fight, specially for healers.

Tanks trading Vigilance to more effectively gather up Murlocs can be very useful.

*Written by Barsk*