Boss guide
How to beat King Gordok
Feralas · Final encounter · 18:00 · 56,250 base HP
When it arrives
Arrives at 18:00 as the final encounter in Feralas.
Boss yell“Me smash! You die!”
Attack timeline
6 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Circle around the boss
Boss-centered circleIn-game text“Lava wells up around King Gordok!”
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
- 9 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.
2 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
- 11 s
- Gap between steps
- 1.5 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- 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
3 Frontal 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.
- Interval
- 6 s
- Warning
- 1 s
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 game4 Scattered circles
In-game text“King Gordok 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
- 9 s
- Warning
- 1.4 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.
5 Charge
In-game text“King Gordok 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
- 8 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.
6 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.
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) 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
Suggested build focus
Build tips recorded for this boss's attack types.
- Melee builds need a movement plan here; ranged builds can keep uptime from outside the circle.
- 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
- The hole is often the shortest move for melee; ranged builds can stay outside and keep casting. 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
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Circle around the boss
boss circle- Base interval
- 9 s
- Warning time
- 1.3 s
Leave the marked area around the boss before it resolves.
Action sequence
sequence- Base interval
- 11 s
- Gap between steps
- 1.5 s
Treat the listed steps as one combined pattern.
- 1Circle around the boss
- Warning time
- 1.3 s
- 2Ring
- Warning time
- 1.5 s
Frontal cone
frontal cone- Base interval
- 6 s
- Warning time
- 1 s
Leave the cone before the warning finishes.
Scattered circles
scattered circles- Base interval
- 9 s
- Warning time
- 1.4 s
- Count
- 4
Find the safe gap between the marked zones.
Charge
charge- Base interval
- 8 s
Move out of the travel lane and keep a clear exit.
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.
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
- Blackhand Doomsaw main hand · Rare · 40%
Paladin
- Hammer of the Lightforge main hand · Rare · 40%
Hunter
- Bow of the Dragonflight main hand · Rare · 40%
Rogue
- Nightslayer Kris off hand · Rare · 40%
- Shadowcraft Dirk main hand · Rare · 40%
Priest
- Staff of Prophecy main hand · Rare · 40%
Shaman
- Earthfury Hammer main hand · Rare · 40%
- Totem Shield off hand · Rare · 40%
Mage
- Arcanist's Staff main hand · Rare · 40%
Warlock
- Felheart Staff main hand · Rare · 40%
Druid
- Cenarion Staff main hand · Rare · 40%