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Gurubashi Arena · Encounter 2 · 07:00

High Priest Venoxis

Encounter 2 of 5 in Gurubashi Arena. Base health 9,600.

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

Boss guide

How to beat High Priest Venoxis

Gurubashi Arena · Encounter 2 · 07:00 · 9,600 base HP

When it arrives

Arrives at 07:00 as encounter 2 of 5 in Gurubashi Arena.

Boss yell“Let the coils of hate unfurl!”

Attack timeline

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

  1. 1 Projectile volley

    In-game text“High Priest Venoxis 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 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
    8 s
    Warning
    1.5 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
  3. 3 Expanding rings

    Four or five rings expand outward after a 1.6-1.8 s warning, on an 11-16 s cycle. The data does not give the rings' speed, spacing, or maximum radius.

    Interval
    11 s
    Warning
    1.6 s

    How to handle: Keep moving outward and do not stop between rings; the warning is short and the rings keep coming. If a ring catches you, keep running rather than turning back into the next one.

    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
    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 50% health · one trigger

    • Changes the attack pattern Attack pattern swap

      The boss replaces its action list with a new rotation, shown as the child steps. This is a phase change, not an attack: the parent entry has no cast, damage, or timer.

      New rotation: Delayed blast · Moving orbs · Frontal cone · Summon

      How to handle: Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.

      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 (1.2 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 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.

  3. 3
    At 50% health Changes the attack pattern

    Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.

    Inferred from game data — not yet verified in game

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 movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
  • Sustained movement speed beats a single dash here; the rings reward staying in motion. Inferred from game data — not yet verified in game
  • 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

Projectile volley

projectile volley
Base interval
5 s
Count
5

Keep room to move and avoid the visible projectile paths.

Delayed blast

delayed blast
Base interval
8 s
Warning time
1.5 s

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

Expanding rings

expanding rings
Base interval
11 s
Warning time
1.6 s
Count
4

Move toward the safe open side before the ring expands.

Summon

summon adds
Base interval
14 s
Summons
8

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

Changes the attack pattern

replace actions

Watch the warning marker and preserve an escape route.

  1. 1
    Delayed blast
    Base interval
    6 s
    Warning time
    1.5 s
  2. 2
    Moving orbs
    Base interval
    12 s
    Count
    2
  3. 3
    Frontal cone
    Base interval
    7 s
    Warning time
    1.2 s
  4. 4
    Summon
    Base interval
    14 s
    Summons
    8

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 Gurubashi Arena