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Blackrock Mountain · Encounter 1 · 04:00

General Angerforge

Encounter 1 of 5 in Blackrock Mountain. Base health 4,200.

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

Boss guide

How to beat General Angerforge

Blackrock Mountain · Encounter 1 · 04:00 · 4,200 base HP

When it arrives

Arrives at 04:00 as encounter 1 of 5 in Blackrock Mountain.

Boss yell“Dark Iron! To arms! Crush the intruders!”

Previous encounter None · first in the zone Next encounter · 08:00 Warchief Rend Blackhand →

Attack timeline

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

  1. 1 Charge

    In-game text“General Angerforge squeals and charges!”

    The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.

    Interval
    7 s

    How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

  2. 2 Persistent hazard

    Persistent ground hazard

    A ground hazard that stays after its 1 s warning and is re-applied every 10-16 s. Unlike a one-shot circle, the marked ground remains dangerous after the telegraph ends.

    Interval
    10 s
    Warning
    1 s

    How to handle: 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
  3. 3 Circle around the boss

    Boss-centered circle

    In-game text“Lava wells up around General Angerforge!”

    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.

    Interval
    11 s
    Warning
    1.3 s

    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.

  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 40% health · one trigger

    • 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.

      New rotation: Summon · Shield

      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

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 7 s) Charge

    Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

  3. 3
    At 40% health Action sequence

    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

Suggested build focus

Build tips recorded for this boss's attack types.

  • Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
  • Ranged builds can keep a clean side of the arena; melee builds should move the boss before the next placement. Inferred from game data — not yet verified in game
  • Melee builds need a movement plan here; ranged builds can keep uptime from outside the circle.
  • Area damage pays for itself here: one clear per wave beats single-target cleanup.

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

Attacks and hazards

Charge

charge
Base interval
7 s

Move out of the travel lane and keep a clear exit.

Persistent hazard

persistent circle
Base interval
10 s
Warning time
1 s

Leave the zone and keep away while it remains active.

Circle around the boss

boss circle
Base interval
11 s
Warning time
1.3 s

Leave the marked area around the boss before it resolves.

Summon

summon adds
Base interval
14 s
Summons
6

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

Action sequence

sequence
Gap between steps
0.1 s

Treat the listed steps as one combined pattern.

  1. 1
    Summon
    Summons
    8
  2. 2
    Shield

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 Blackrock Mountain