Skip to content

Scarlet Monastery · Final boss · 18:00

High Inquisitor Whitemane

Final encounter in Scarlet Monastery. Base health 57,000.

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

Boss guide

How to beat High Inquisitor Whitemane

Scarlet Monastery · Final encounter · 18:00 · 57,000 base HP

When it arrives

Arrives at 18:00 as the final encounter in Scarlet Monastery.

Boss yell“Mograine has fallen? You shall pay for this treachery!”

Previous encounter · 14:00 ← Scarlet Commander Mograine Next encounter None · final in the zone

Attack timeline

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

  1. 1 Projectile volley

    In-game text“High Inquisitor Whitemane 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 Circle grid

    A grid of circles covers the ground, telegraphed for 2 s and repeated every 12-15 s where an interval is listed. The data does not give the grid size or how many cells are safe.

    Interval
    13 s
    Warning
    2 s

    How to handle: Move to an unmarked cell during the 2 s warning and stay there until the grid resolves. Do not cut diagonally through marked cells to reach a better spot.

    Inferred from game data — not yet verified in game
  3. 3 Scattered circles

    In-game text“High Inquisitor Whitemane calls down meteors!”

    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.

    Interval
    8 s
    Warning
    1.6 s

    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.

  4. 4 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
    16 s
    Warning
    3.4 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
  5. 5 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
    11 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.

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 (1.6 s) 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.

  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.

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.
  • A short dash can cross one marked cell, but plan the destination before the warning starts. Inferred from game data — not yet verified in game
  • Wider area coverage helps, but the main need is a clear exit lane and a movement speed boost.
  • 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

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
8

Keep room to move and avoid the visible projectile paths.

Circle grid

grid circles
Base interval
13 s
Warning time
2 s

Move into an unmarked square before the grid resolves.

Scattered circles

scattered circles
Base interval
8 s
Warning time
1.6 s
Count
5

Find the safe gap between the marked zones.

Delayed blast

delayed blast
Base interval
16 s
Warning time
3.4 s

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

Summon

summon adds
Base interval
11 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
10

Clear the adds without letting them close the exit.

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 Scarlet Monastery