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Alterac Valley · Final boss · 20:00

Azuregos

Final encounter in Alterac Valley. Base health 58,500.

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

Boss guide

How to beat Azuregos

Alterac Valley · Final encounter · 20:00 · 58,500 base HP

When it arrives

Arrives at 20:00 as the final encounter in Alterac Valley.

Boss yell“This place is under my protection. The mysteries of the arcane shall remain inviolate!”

Previous encounter · 16:00 ← Glacius the Frozen Titan Next encounter None · final in the zone

Attack timeline

6 recorded actions for this boss, in data order. Values are stored base client parameters.

  1. 1 Projectile volley

    In-game text“Azuregos 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.

  2. 2 Frontal cone

    A cone attack in front of the boss, telegraphed for 0.9-2 s and repeated every 5-10 s where an interval is listed. The data does not give the cone's angle or range.

    Interval
    7 s
    Warning
    1.4 s

    How to handle: Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.

    Inferred from game data — not yet verified in game
  3. 3 Delayed blast

    A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.

    Interval
    9 s
    Warning
    3 s

    How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.

    Inferred from game data — not yet verified in game
  4. 4 Expanding rings

    Four or five rings expand outward after a 1.6-1.8 s warning, on an 11-16 s cycle. The data does not give the rings' speed, spacing, or maximum radius.

    Interval
    16 s
    Warning
    1.8 s

    How to handle: Keep moving outward and do not stop between rings; the warning is short and the rings keep coming. If a ring catches you, keep running rather than turning back into the next one.

    Inferred from game data — not yet verified in game
  5. 5 Action sequence

    A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.

    Interval
    12 s
    Gap between steps
    1.6 s

    How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.

    Inferred from game data — not yet verified in game
    1. 1
      Ring Ring (donut) Warning 1.6 s

      A ring-shaped hit with a 1.4-2.6 s warning, repeated every 9-10 s where an interval is listed. The middle is not part of the ring, so the shape has a hole rather than a filled centre.

      How to handle: Move into the hole or out past the outer edge, whichever is closer, and commit before the warning ends. Do not stand on the ring itself; the data does not give its width.

      Inferred from game data — not yet verified in game
    2. 2
      Circle around the boss Boss-centered circle Warning 1.3 s

      A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.

      How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

  6. 6 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
    12 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 40% health · one trigger

    • Scattered circles

      Several ground circles land at once; the game warns "the boss calls down meteors!". The data records 3-8 circles, a 1.4-2.8 s warning and a 7-13 s cycle.

      How to handle: Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.

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 (1.3 s) Circle around the boss

    When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

  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 40% health Scattered circles

    Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.

Suggested build focus

Build tips recorded for this boss's attack types.

  • A movement-speed item or dash makes the gap between volleys much safer.
  • Melee builds should circle toward the flank during the warning; ranged builds can strafe out of the wedge. Inferred from game data — not yet verified in game
  • A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
  • Sustained movement speed beats a single dash here; the rings reward staying in motion. Inferred from game data — not yet verified in game

Based on the site's first-clear class ranking, not zone-specific testing.

Attacks and hazards

Projectile volley

projectile volley
Base interval
5 s
Count
7

Keep room to move and avoid the visible projectile paths.

Frontal cone

frontal cone
Base interval
7 s
Warning time
1.4 s

Leave the cone before the warning finishes.

Delayed blast

delayed blast
Base interval
9 s
Warning time
3 s

Leave the marked area and re-enter only after the blast.

Expanding rings

expanding rings
Base interval
16 s
Warning time
1.8 s
Count
4

Move toward the safe open side before the ring expands.

Action sequence

sequence
Base interval
12 s
Gap between steps
1.6 s

Treat the listed steps as one combined pattern.

  1. 1
    Ring
    Warning time
    1.6 s
  2. 2
    Circle around the boss
    Warning time
    1.3 s

Summon

summon adds
Base interval
12 s
Summons
12

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 40% health · one trigger

Scattered circles

scattered circles
Warning time
1.6 s
Count
6

Find the safe gap between the marked zones.

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 Alterac Valley