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!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
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 Persistent hazard
Persistent ground hazardA 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 game3 Circle around the boss
Boss-centered circleIn-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 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
- 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
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.
- 1Shortest 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 - 2Most 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.
- 3At 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.
- 1Summon
- Summons
- 8
- 2Shield
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
- Field Marshal's Legplates legs · PvP · 25%
Paladin
- Field Marshal's Legplates legs · PvP · 25%
Hunter
- Field Marshal's Legguards legs · PvP · 25%
Rogue
- Field Marshal's Pants legs · PvP · 25%
Priest
- Field Marshal's Leggings legs · PvP · 25%
Shaman
- Warlord's Legguards legs · PvP · 25%
Mage
- Field Marshal's Leggings legs · PvP · 25%
Warlock
- Field Marshal's Leggings legs · PvP · 25%
Druid
- Field Marshal's Pants legs · PvP · 25%