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!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
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- 1Teleport
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 - 2Frontal 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.
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 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
- 1.5 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 game3 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- 1Circle around the boss Boss-centered circle
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.
- 2Ring Ring (donut)
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 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
- 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
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.
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.
- 1Shortest 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 - 2Most 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 - 3At 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.
- 1Teleport
- 2Frontal 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.
- 1Circle around the boss
- Warning time
- 1.3 s
- 2Ring
- 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
Warrior
- Worn Claymore main hand · Common · 60%
Paladin
- Wooden Maul main hand · Common · 60%
Hunter
- Short Bow main hand · Common · 60%
Rogue
- Rusty Shiv off hand · Common · 60%
- Worn Dagger main hand · Common · 60%
Priest
- Acolyte's Staff main hand · Common · 60%
Shaman
- Round Buckler off hand · Common · 60%
- Spiked Club main hand · Common · 60%
Mage
- Apprentice's Staff main hand · Common · 60%
Warlock
- Novice's Staff main hand · Common · 60%
Druid
- Gnarled Staff main hand · Common · 60%