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Elwynn Forest · Final boss · 16:00

Edwin VanCleef

Final encounter in Elwynn Forest. Base health 52,500.

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

Boss guide

How to beat Edwin VanCleef

Elwynn Forest · Final encounter · 16:00 · 52,500 base HP

When it arrives

Arrives at 16:00 as the final encounter in Elwynn Forest.

Boss yell“Lapdogs, all of you!”

Previous encounter · 12:00 ← Mr. Smite Next encounter None · final in the zone

Attack timeline

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

  1. 1 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
    9 s
    Gap between steps
    0.5 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
      Teleport

      The boss teleports; in the data it is always the first step of a combo. Six uses are recorded, but no distance, destination rule, or warning time.

      How to handle: Re-acquire the boss after it vanishes and do not pre-move to where it used to stand. In a sequence, expect the follow-up within the listed 0.4-0.5 s gap.

      Inferred from game data — not yet verified in game
    2. 2
      Frontal cone Warning 1.2 s

      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.

      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
  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
    7 s
    Warning
    1.5 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 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
    13 s
    Gap between steps
    1.4 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
      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.

    2. 2
      Ring Ring (donut) Warning 1.4 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
  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
    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 50% health · one trigger

    • Summon Add wave

      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.

      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.

  2. Below 25% 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 (1.2 s) Frontal cone

    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
  2. 2
    Most frequent (every 7 s) Circle at the target

    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
    At 25% 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.

  • Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
  • Keep the camera loose enough to find the boss again; a movement ability is wasted before you know the new position. Inferred from game data — not yet verified in game
  • 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
  • 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

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

Attacks and hazards

Action sequence

sequence
Base interval
9 s
Gap between steps
0.5 s

Treat the listed steps as one combined pattern.

  1. 1
    Teleport
  2. 2
    Frontal cone
    Warning time
    1.2 s

Circle at the target

targeted circle
Base interval
7 s
Warning time
1.5 s

Move away from the marked point before impact.

Action sequence

sequence
Base interval
13 s
Gap between steps
1.4 s

Treat the listed steps as one combined pattern.

  1. 1
    Circle around the boss
    Warning time
    1.3 s
  2. 2
    Ring
    Warning time
    1.4 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 50% health · one trigger

Summon

summon adds
Summons
8

Clear the adds without letting them close the exit.

Below 25% health · one trigger

Scattered circles

scattered circles
Warning time
2 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 Elwynn Forest