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Feralas · Encounter 2 · 07:00

Alzzin the Wildshaper

Encounter 2 of 5 in Feralas. Base health 9,400.

Azeroth Survivors v0.141.0 · Checked 2026-11-05

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. 1 Circle at the target

    Targeted circle

    A 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 game
  2. 2 Circle at the target

    Targeted circle

    A 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 game
  3. 3 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. 4 Summon

    Add wave

    In-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

  1. 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.

  1. 1
    Shortest 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
  2. 2
    Most 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.

  3. 3
    At 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 actions

Watch the warning marker and preserve an escape route.

  1. 1
    Action sequence
    Base interval
    9 s
    Gap between steps
    1.6 s
  2. 2
    Persistent hazard
    Base interval
    11 s
    Warning time
    1 s
  3. 3
    Projectile volley
    Base interval
    6 s
    Count
    5
  4. 4
    Summon
    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

Other encounters in Feralas