Boss guide
How to beat Alzzin the Wildshaper
Feralas · Encounter 2 · 07:00 · 9,400 base HP
When it arrives
Arrives at 07:00 as encounter 2 of 5 in Feralas.
Boss yell“The wilds will consume you!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Circle at the target
Targeted circleA circle dropped on a player's position, telegraphed for 1.5-2.8 s and repeated every 7-15 s. The data does not say whether the boss aims at the current spot or predicts movement.
- Interval
- 7 s
- Warning
- 1.6 s
How to handle: Move off the mark as soon as it appears and do not drag it across your escape lane. Change direction after the circle locks so a predictive aim does not catch you.
Inferred from game data — not yet verified in game2 Circle at the target
Targeted circleA circle dropped on a player's position, telegraphed for 1.5-2.8 s and repeated every 7-15 s. The data does not say whether the boss aims at the current spot or predicts movement.
- Interval
- 12 s
- Warning
- 2.8 s
How to handle: Move off the mark as soon as it appears and do not drag it across your escape lane. Change direction after the circle locks so a predictive aim does not catch you.
Inferred from game data — not yet verified in game3 Projectile volley
In-game text“Alzzin the Wildshaper hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
4 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 14 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
Below 50% health · one trigger
- Changes the attack pattern Attack pattern swap
The boss replaces its action list with a new rotation, shown as the child steps. This is a phase change, not an attack: the parent entry has no cast, damage, or timer.
New rotation: Action sequence · Persistent hazard · Projectile volley · Summon
How to handle: Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
Inferred from game data — not yet verified in game
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1 s) Persistent hazard
Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game - 2Most frequent (every 5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
- 3At 50% health Changes the attack pattern
Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
Inferred from game data — not yet verified in game
Suggested build focus
Build tips recorded for this boss's attack types.
- Solo play makes this a pure movement check; a dash can clear the mark without losing uptime. Inferred from game data — not yet verified in game
- A movement-speed item or dash makes the gap between volleys much safer.
- Area damage pays for itself here: one clear per wave beats single-target cleanup.
- A short dash helps you step away from the pack without dropping damage.
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Circle at the target
targeted circle- Base interval
- 7 s
- Warning time
- 1.6 s
Move away from the marked point before impact.
Circle at the target
targeted circle- Base interval
- 12 s
- Warning time
- 2.8 s
Move away from the marked point before impact.
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 5
Keep room to move and avoid the visible projectile paths.
Summon
summon adds- Base interval
- 14 s
- Summons
- 8
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 50% health · one trigger
Changes the attack pattern
replace actionsWatch the warning marker and preserve an escape route.
- 1Action sequence
- Base interval
- 9 s
- Gap between steps
- 1.6 s
- 2Persistent hazard
- Base interval
- 11 s
- Warning time
- 1 s
- 3Projectile volley
- Base interval
- 6 s
- Count
- 5
- 4Summon
- Base interval
- 14 s
- Summons
- 8
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Sabatons of Might feet · Rare · 40%
Paladin
- Lawbringer Sabatons feet · Rare · 40%
Hunter
- Giantstalker's Greaves feet · Rare · 40%
Rogue
- Nightslayer Boots feet · Rare · 40%
Priest
- Boots of Prophecy feet · Rare · 40%
Shaman
- Earthfury Greaves feet · Rare · 40%
Mage
- Arcanist Boots feet · Rare · 40%
Warlock
- Felheart Boots feet · Rare · 40%
Druid
- Cenarion Boots feet · Rare · 40%