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Warsong Gulch · Encounter 4 · 12:00

Lord Hel'nurath

Encounter 4 of 5 in Warsong Gulch. Base health 28,000.

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

Boss guide

How to beat Lord Hel'nurath

Warsong Gulch · Encounter 4 · 12:00 · 28,000 base HP

When it arrives

Arrives at 12:00 as encounter 4 of 5 in Warsong Gulch.

Boss yell“Who dares summon Hel'nurath? Your soul is forfeit!”

Attack timeline

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

  1. 1 Projectile volley

    In-game text“Lord Hel'nurath 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
    4.5 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 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
    8 s
    Warning
    1.4 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 game
  3. 3 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
    12 s
    Gap between steps
    0.5 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
    1. 1
      Teleport

      The boss teleports; in the data it is always the first step of a combo. Six uses are recorded, but no distance, destination rule, or warning time.

      How to handle: Re-acquire the boss after it vanishes and do not pre-move to where it used to stand. In a sequence, expect the follow-up within the listed 0.4-0.5 s gap.

      Inferred from game data — not yet verified in game
    2. 2
      Crossing lines Warning 2.1 s

      Two crossing lines cover the arena, telegraphed for 1.8-2.1 s. The data does not give the lines' width, length, or the angle between them.

      How to handle: Stand in a gap between the lines and move only after the warning resolves. Do not try to cross both lines at the intersection.

      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
    13 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.

  1. 1
    Shortest warning (1.4 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 4.5 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.
  • 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
  • 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
  • Keep the camera loose enough to find the boss again; a movement ability is wasted before you know the new position. 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
4.5 s
Count
6

Keep room to move and avoid the visible projectile paths.

Frontal cone

frontal cone
Base interval
8 s
Warning time
1.4 s

Leave the cone before the warning finishes.

Action sequence

sequence
Base interval
12 s
Gap between steps
0.5 s

Treat the listed steps as one combined pattern.

  1. 1
    Teleport
  2. 2
    Crossing lines
    Warning time
    2.1 s

Summon

summon adds
Base interval
13 s
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 Warsong Gulch