Boss guide
How to beat Korrak the Bloodrager
Alterac Valley · Encounter 1 · 04:00 · 4,000 base HP
When it arrives
Arrives at 04:00 as encounter 1 of 5 in Alterac Valley.
Boss yell“Korrak smash puny ones!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Charge
In-game text“Korrak the Bloodrager 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
- 11 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 Korrak the Bloodrager!”
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.
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
No health phases recorded for this boss.
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.
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
- 11 s
- Warning time
- 1 s
Leave the zone and keep away while it remains active.
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.
Summon
summon adds- Base interval
- 14 s
- Summons
- 6
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
- Field Marshal's Helm head · PvP · 25%
Paladin
- Field Marshal's Helm head · PvP · 25%
Hunter
- Field Marshal's Helm head · PvP · 25%
Rogue
- Field Marshal's Cover head · PvP · 25%
Priest
- Field Marshal's Circlet head · PvP · 25%
Shaman
- Warlord's Helm head · PvP · 25%
Mage
- Field Marshal's Circlet head · PvP · 25%
Warlock
- Field Marshal's Circlet head · PvP · 25%
Druid
- Field Marshal's Cover head · PvP · 25%